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Open Grave H To O Monster Stat Blocks PRINTED
Open Grave H To O Monster Stat Blocks PRINTED
Open Grave H To O Monster Stat Blocks PRINTED
Initiative +18 Senses Perception +20; Darkvision Initiative +11 Senses Perception +14; Darkvision
HP 634; Bloodied 317 HP 254; Bloodied 127
AC 42; Fortitude 42, Reflex 37, Will 40 AC 29; Fortitude 25, Reflex 27, Will 27
Immune disease, necrotic, poison; Vulnerable 10 radiant Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant
Saving Throws +2 Speed fly 9 (hover) Action Points 1 Saving Throws +2 Speed 6 Action Points 1
Traits Traits
Shroud of Death (Necrotic) aura 5; Regeneration 10
At the beginning of the Harrowzau The Unborn’s turn, undead allies (regeneration doesn’t function while the high preceptor is exposed
within the aura regain 20 hit points, and living creatures in the aura to direct sunlight)
take 10 necrotic damage. Standard Actions
Radiant damage to the Harrowzau The Unborn ends its shroud of Mace (standard, at-will) Necrotic, Weapon
death. Harrowzau The Unborn can restore the aura as a minor
Attack: +18 vs AC;
action.
Hit: 1d8+5 damage, and ongoing 5 necrotic damage (save ends).
Standard Actions
Betraying Gaze Ranged 10; (minor, recharge )
Necrotizing Touch Reach 2; (standard, at-will) Necrotic
Attack: +17 vs Will;
Attack: +29 vs Reflex; The target makes a melee basic attack as free action against an
Hit: 2d10+10 damage, and the target takes ongoing 15 necrotic adjacent ally of the high preceptor's choice.
damage and a -2 penalty to attack rolls, and the target loses any
Blood Storm Close burst 4; (standard, recharge )
resistance or immunity to necrotic damage (save ends all).
Target: targets enemies;
Atropos Burst Close burst 5; (standard, recharges when a living
Attack: +17 vs Fortitude;
creature is reduced to 0 hit points within the atropal's aura)
Hit: 1d6+7 necrotic damage, and the target is dazed (save ends).
Necrotic
Undead within the burst regain 15 hit points.
Attack: +27 vs Reflex;
Bloody Mist Form (standard; encounter) Polymorph
Hit: 4d8+5 necrotic damage, and the target loses a healing surge.
The high preceptor becomes insubstantial and gains a fly speed of
The atropal gains 1 action point if it hits any creatures with atropos
12, but cannot make attacks.
burst.
The high preceptor can remain in mist form for up to 1 hour or can
Skills
end the effect as a minor action.
Alignment Evil Languages Supernal
Healing Actions
Skills Insight +25, Religion +19
Str 30 (+24) Dex 18 (+18) Wis 22 (+20) Blood Drain (standard; requires combat advantage against the
Con 27 (+22) Int 10 (+14) Cha 20 (+19) target, recharges when an adjacent creature becomes bloodied)
Healing
Attack: +17 vs Fortitude;
Published in Open Grave, page(s) 127. (adapted from Atropos) Hit: 1d12+8 damage, and the target is weakened (save ends), and
the high preceptor regains 63 hit points.
Skills
Alignment Chaotic evil Languages Abyssal, Common
Skills Religion +17
Str 19 (+10) Dex 22 (+12) Wis 18 (+10)
Con 15 (+8) Int 14 (+8) Cha 20 (+11)
Equipment: censer, leather armor , mace .
Initiative +10 Senses Perception +15; Darkvision Initiative +14 Senses Perception +14; Darkvision
HP 240; Bloodied 120 HP 1; a missed attack never damages a minion.
Regeneration 10 AC 30; Fortitude 26, Reflex 30, Will 28
AC 32; Fortitude 28, Reflex 27, Will 30 Immune disease, poison; Resist 10 necrotic, insubstantial
Immune disease; Resist 5 necrotic Speed fly 8 (hover); phasing
Saving Throws +2 Speed 6 Action Points 1 Traits
Traits Choir of Madness aura 1;
Sickening Stench aura 2; Any enemy within the aura that takes damage from a power that
Any living creature that starts its turn within the aura is weakened has the fear or psychic keyword takes 5 extra psychic damage.
until the end of its next turn. Standard Actions
Standard Actions Spectral Strafe (standard, at-will) Necrotic
Master's Staff (standard, at-will) Weapon The howling spirit shifts up to 1 square before or after the attack;
Attack: +21 vs AC; Attack: +17 vs Reflex;
Hit: 1d8+8 damage, and the target is pushed 2 squares and Hit: 7 necrotic damage.
knocked prone. Skills
Death Eagle Ranged 5; (standard, at-will) Necrotic Alignment Evil Languages Common, Giant
Attack: +20 vs Reflex; Str 6 (+5) Dex 24 (+14) Wis 14 (+9)
Hit: 2d4+7 necrotic damage, and the target is weakened until the Con 12 (+8) Int 6 (+5) Cha 21 (+12)
end of the hooded master's next turn.
Writhing Entrails Area burst 3 within 10; (standard, recharge
) Necrotic
Published in Open Grave, page(s) 173, Dungeon Magazine Annual,
Target: targets enemies;
page(s) 93, Dungeon Magazine 166, page(s) 32.
Attack: +20 vs Reflex;
Hit: 2d6+6 necrotic damage, and the target is slowed and dazed
(save ends both).
Triggered Actions
Organ Spawn Close blast 3; (encounter)
Trigger: when first bloodied
Target: targets enemies;
Attack: +20 vs Fortitude
Effect: The target is stunned until the end of the master's next turn.
Hit or Miss: An organ wretch appears adjacent to the hooded
master and acts immediately after the master. An organ spawn
created in this way does not contribute to an encounter's
experience total.
Skills
Alignment Evil Languages Common
Skills Arcana +17, Religion +17 Howling Spirit 1 Howling Spirit 1
Str 21 (+13) Dex 21 (+13) Wis 21 (+13)
Con 21 (+13) Int 21 (+13) Cha 21 (+13)
Kas the Betrayer Level 26 Solo Kellemor and Przithnee Level 23 Elite
Medium natural humanoid XP 45000 Medium fey humanoid XP 10200
(undead)
Initiative +20 Senses Perception +22; Darkvision Initiative +14 Senses Perception +16; low-light vision
HP 1190; Bloodied 595 HP 316; Bloodied 158
AC 44; Fortitude 41, Reflex 39, Will 41 AC 37; Fortitude 34, Reflex 35, Will 36
Immune disease, poison; Resist 15 fire, 15 necrotic; Vulnerable 10 Saving Throws +2 (+7 against charm effects)
radiant Speed 6 Action Points 1
Saving Throws +5 Traits
Speed 7, climb 3 (spider climb) Action Points 2 Irresistible Flame
Traits Kellemor or Przithnee treat their targets’ resist fire as 20 lower than
Regeneration 20 normal when determining damage for their attacks.
(regeneration doesn’t function while Kas is exposed to direct Standard Actions
sunlight) Staff (standard, at-will) Weapon
Standard Actions Attack: +26 vs AC;
Bastard Sword (standard, at-will) Weapon Hit: 1d8+6 damage.
Attack: +33 vs AC; Disintegrate Ranged 10; (standard, daily) Fire
Hit: 2d10+14 damage (crit 34+5d6). Attack: +28 vs Reflex;
Terrifying Smite (standard; requires bastard sword, at-will) Hit: 5d10+12 damage, and the target takes ongoing 10 damage
Fear, Weapon (save ends).
Attack: +33 vs AC; Aftereffect: Ongoing 5 damage (save ends).
Hit: 2d10+14 damage (crit 34+5d6), and the target is pushed 5 Miss: 3d10+12 damage, and the target takes ongoing 5 damage
squares and immobilized (save ends). (save ends).
Dominating Gaze Ranged 5; (minor, recharge ) Blast of Flame Close blast 5; (standard, 2/day) Fire
Attack: +31 vs Will; Attack: +26 vs Reflex;
Effect: the target is dominated and takes a -2 penalty to saving Hit: 6d8+12 fire damage.
throws against being dominated (save ends both). Scorching Burst Area burst 1 within 10; (standard, at-will) Fire
Aftereffect: The target is dazed (save ends). Kas can have only one Attack: +26 vs Reflex
creature dominated at a time. Hit: 2d6+12 fire damage.
Betrayer's Whirlwind close burst 1; (standard; requires bastard Combust Area burst 2 within 20; (standard, encounter) Fire
sword, recharge )
Attack: +26 vs Reflex;
Attack: +31 vs AC; Hit: 5d6+12 fire damage.
Hit: 2d10+17 damage (crit 37+5d6), and the target is blinded (save
Triggered Actions
ends).
Displacement Ranged 5; (immediate interrupt, encounter)
Kas's Challenge Close burst 5; (minor 1/round, at-will) Necrotic
Illusion
Target: targets one enemy;
Trigger: when a ranged or a melee attack hits the caster or one of
Effect: The target is marked until the end of Kas’s next turn. If the
his allies in range
marked target makes an attack that doesn’t include Kas as a target,
Effect: the attacker must reroll the attack roll.
it takes ongoing 10 necrotic damage (save ends).
Move Actions
Minor Actions
Fey Step (move; encounter) Teleportation
Mist Form (standard; sustain minor; encounter) Polymorph
Kellemor or Przithnee teleports up to 5 squares.
Kas becomes insubstantial and gains fly (hover) 12 until the end of
Skills
his next turn. Kas cannot attack while in this form and can sustain
this form for up to 1 hour. Alignment Evil Languages Abysssal, Common, Elven
Skills Arcana +25, History +20, Nature +21, Religion +23
Healing Actions
Str 12 (+12) Dex 17 (+14) Wis 20 (+16)
Blood Drain (standard; requires combat advantage against the Con 14 (+13) Int 24 (+18) Cha 13 (+12)
target, encounter) Healing Equipment: staff implement .
Attack: +31 vs Fortitude;
Hit: 2d12+14 damage, and the target is weakened (save ends), and
Kas regains 297 hit points. Published in Open Grave, page(s) 108.
Kas's Recovery (free; while Kas is bloodied; recharges when Kas
reduces an enemy to 0 hit points or fewer)
Kas spends a healing surge to regain 297 hit points and end all
adverse effects currently affecting him.
Skills
Alignment Evil Languages Common
Skills Arcana +25, Insight +22, Intimidate +27, Religion +25, Stealth
+21
Str 26 (+21) Dex 20 (+18) Wis 19 (+17)
Con 22 (+19) Int 24 (+20) Cha 28 (+22)
Equipment: black iron armor +5 plate armor , lifedrinker weapon
+5 bastard sword .
Kravenghast Kravenghast
Kyuss Kyuss
Initiative +18 Senses Perception +14; Darkvision Initiative +18 Senses Perception +29; Darkvision
HP 560; Bloodied 280
HP 1425; Bloodied 712
AC 32; Fortitude 29, Reflex 32, Will 30
Immune disease, poison; Resist 20 necrotic, insubstantial; Vulnerable 10 AC 46; Fortitude 46, Reflex 41, Will 47
radiant Immune disease, poison; Resist 15 necrotic, half damage from
Saving Throws +5 melee and ranged attack; Vulnerable 10 radiant, 10 against close
Speed fly 8 (hover); phasing Action Points 2 and area attacks
Traits Saving Throws +5 Speed 6 Action Points 2
Regeneration 10 Traits
(if Kravenghast takes radiant damage, regeneration doesn’t function until Visions of Worms (Fear, Psychic) aura 5;
the end of his next turn) Any enemy that starts its turn within the aura takes 20 psychic
Combat Advantage Necrotic
damage, and is slowed until the start of its next turn.
Kravenghast deals 2d6 extra necrotic damage against any target he has
combat advantage against.
Spawn Larva
Kravenghast's Evasion A humanoid killed by Kyuss rises as a wormspawn praetorian at the
When an area or close attack targeting AC, Fortitude, or Will misses start of Kyuss’s next turn.
Kravenghast but deals damage on a miss, Kravenghast takes no damage Squeezing Swarm
from the attack. By altering his shape, Kyuss can squeeze as if he were a Tiny
Demesne creature.
Kravenghast is aware of all that goes on in the mausoleum. While within, he Standard Actions
cannot be surprised and does not grant combat advantage. He knows the
location and appearance of all creatures in the area. Corrupting Touch Reach 3; (standard, at-will) Necrotic
Binding Attack: +34 vs Fortitude;
If Kravenghast is forced to leave the mausoleum (through forced movement Hit: 4d8+7 necrotic damage.
or a compulsion), he suffers excruciating pain. Each round that he spends Miss: Half damage.
outside the mausoleum, he takes 2d6 damage, and his regeneration doesn’t
Mind Worm Ranged 20; (standard, encounter) Charm, Psychic
function until the end of his next turn. If he is reduced to 0 hit points
because of this damage, he reforms in the mausoleum 1d6 days later. He Attack: +34 vs Will;
can be permanently killed only by damage from living creatures. Hit: 2d10+8 psychic damage. In addition during the target's next
Standard Actions turn, Kyuss determines what actions the creature takes and how
the target uses those actions.
Decomposing Touch (standard, at-will) Necrotic
Attack: +22 vs Reflex; Ray of Cold Death Ranged 20; (standard, at-will) Cold, Necrotic
Hit: 2d8+5 necrotic damage, and the target takes ongoing 10 necrotic Attack: +34 vs Reflex;
damage (save ends). Hit: 4d8+8 cold and necrotic damage, and the target is slowed and
While taking this ongoing damage, the target cannot spend healing surges. weakened (save ends both).
Shadowdrain Ray Ranged 10; (minor, at-will) Necrotic Squirming Assault (standard, at-will)
Attack: +22 vs Reflex; Kyuss makes up to five attacks using corrupting touch and ray of
Hit: 2d8+6 necrotic damage, and the target is weakened (save ends).
cold death
Spawn Wraith (standard; encounter)
Any humanoid killed by a wraith rises as a free-willed wraith at the start of
Eye of Kyuss Close burst 10; (minor, recharge ) Fear,
its creator’s next turn, appearing in the space where it died (or in the Gaze, Psychic
nearest unoccupied space). Raising the slain creature (using the raise dead Target: targets one enemy;
ritual) does not destroy the spawned wraith. Attack: +34 vs Will;
Triggered Actions Hit: The target is stunned until the end of Kyuss's next turn. If the
Deadly Reaction (immediate interrupt, at-will) Necrotic target is in Kyuss's visions of worms aura, it also takes 2d10+5
Trigger: When an enemy moves to a position where it flanks kravenghast psychic damage.
Effect: Kravenghast attacks the enemy with his decomposing touch. If the Kyuss's Fearful Hold Close burst 10; (standard, daily) Fear,
attack hits, he can make another decomposing touch attack against another Psychic
creature he is adjacent to.
Target: targets enemies;
Move Actions Attack: +34 vs Will;
Shadow Glide (move; encounter) Hit: 2d10+9 damage, and the target is stunned (save ends). Miss:
Kravenghast shifts up to 6 squares. Half damage, and the target is instead dazed (save ends).
Healing Actions Minor Action
Second Wind (standard; encounter) Healing Arcane Recall (minor; encounter)
Kravenghast spends a healing surge and regains 140 hit points. He gains a Kyuss recharges Kyuss’s fearful hold or mind worm.
+2 bonus to all defenses until the start of his next turn.
Skills
Skills
Alignment Evil Languages Common, Deep Speech
Alignment Chaotic evil Languages Common
Skills Arcana +25, Dungeoneering +29, Religion +25
Skills Stealth +19
Str 18 (+19) Dex 16 (+18) Wis 29 (+24)
Str 14 (+10) Dex 22 (+14) Wis 12 (+9)
Con 29 (+24) Int 21 (+20) Cha 24 (+22)
Con 16 (+11) Int 11 (+8) Cha 21 (+13)
Initiative +19 Senses Perception +16 Initiative +13 Senses Perception +12
HP 360; Bloodied 180 HP 304; Bloodied 152
AC 34; Fortitude 32, Reflex 34, Will 30 AC 35; Fortitude 30, Reflex 33, Will 27
Immune disease, poison; Resist 10 necrotic; takes half damage Immune disease, poison; Resist 10 necrotic; takes half damage
from melee and ranged attacks; Vulnerable 10 radiant, 10 against from melee and ranged attacks; Vulnerable 10 radiant, 10 against
close and area attacks close and area attacks
Saving Throws +2 Speed 8 Action Points 1 Saving Throws +2 Speed 6 Action Points 1
Traits Traits
Squeezing Swarm Squeezing Swarm
By altering its shape, a larva assassin can squeeze through small By altering its shape, a larva mage can squeeze through small
openings as if it were a Tiny creature. openings as if it were a Tiny creature.
Standard Actions Standard Actions
Biting Insects (standard, at-will) Poison Corrupting Touch (standard, at-will) Necrotic
Attack: +24 vs Fortitude; Attack: +24 vs Fortitude;
Hit: 3d6+7 poison damage. Hit: 2d6+5 necrotic damage.
Million Leg Scuttle (move, recharge ) Poison Horrific Visage Ranged 10; (minor, recharge ) Fear
Attack: +22 vs Reflex; Attack: +24 vs Will;
Hit: 3d6+7 poison damage, and the larva assassin shifts up to 4 Hit: The target cannot attack the larva mage until the end of its
squares and makes a secondary attack. next turn and is immobilized (save ends).
Secondary Target: A creature other than the primary target. Ray of Cold Death Ranged 20; (standard, at-will) Cold, Necrotic
Secondary Attack +22 vs Reflex; Attack: +26 vs AC;
Hit: 3d6+7 poison damage. Hit: 2d8+8 cold and necrotic damage, or 4d8 + 8 cold and necrotic
Parasitic Infestation Ranged 5; (standard, recharge ) damage if the target is bloodied.
Attack: +22 vs Fortitude; Worm’s Feast Ranged 5; (standard, recharge )
Hit: 1d10+8 necrotic damage, and the target takes ongoing 10 The target is tricked into believing that worms are devouring its
necrotic damage and is dazed (save ends both). flesh;
Triggered Actions Attack: +26 vs Will;
Insect Mimicry (immediate reaction,; encounter) Hit: 4d10+8 damage. If this damage doesn’t reduce the target to 0
Trigger: When an enemy that begins its move adjacent to the larva hit points, the target takes no damage but is stunned until the end
assassin ends its move of its next turn.
Effect: The larva assassin shifts up to 8 squares, ending its Withering Flame Area burst 1 within 20; (standard, at-will)
movement adjacent to the triggering creature. Fire, Necrotic
Skills Attack: +24 vs Reflex;
Alignment Evil Languages Common Hit: 2d6+8 fire and necrotic damage.
Skills Endurance +19, Stealth +22 Skills
Str 14 (+11) Dex 26 (+17) Wis 14 (+11) Alignment Evil Languages Common
Con 20 (+14) Int 16 (+12) Cha 15 (+11) Skills Arcana +23, History +23, Religion +23
Equipment: leather armor . Str 14 (+12) Dex 16 (+13) Wis 14 (+12)
Con 20 (+15) Int 26 (+18) Cha 15 (+12)
Published in Open Grave, page(s) 160.
Larva Assassin 1 Larva Assassin 1 Larva Assassin 2 Larva Assassin 2 Larva Assassin 3 Larva Assassin 3
Larva Mage 1 Larva Mage 1 Larva Mage 2 Larva Mage 2 Larva Sniper Larva Sniper
Initiative +13 Senses Perception +16 Initiative +14 Senses Perception +16; low-light vision
HP 306; Bloodied 153 HP 316; Bloodied 158
AC 36; Fortitude 33, Reflex 36, Will 34 AC 37; Fortitude 34, Reflex 35, Will 36
Immune disease, poison; Resist 10 necrotic, takes half damage Saving Throws +2 (+7 against charm effects)
from melee and ranged attacks; Vulnerable 10 radiant, 10 against Speed 6 Action Points 1
close and area attacks Standard Actions
Saving Throws +2 Speed 6 Action Points 1 Staff (standard, at-will) Weapon
Traits Attack: +25 vs AC;
Squeezing Swarm Hit: 1d8+5 damage.
By altering its shape, a larva sniper can squeeze through small
Chain Lightning Ranged 20; (standard, recharge )
openings as if it were a Tiny creature.
Lightning
Standard Actions
Attack: +28 vs Reflex;
Stinging Swipe (standard, at-will) Poison Hit: 4d6+12 lightning damage.
Attack: +28 vs AC; Secondary Targets: Two creatures within 5 squares of the primary
Hit: 2d8+2 poison damage. target;
Wasp-Flight Arrow ranged 20/40; (standard; requires longbow, Attack: +28 vs. Reflex;
at-will) Poison, Weapon Hit: 2d6+12 damage.
Attack: +28 vs AC; Tertiary Targets: All other enemies within 20 squares of the caster;
Hit: 1d10+2 damage, and ongoing 5 poison damage (save ends). Attack: +28 vs. Reflex;
Hit: 1d6+12 lightning damage.
Disrupting Double Arrow (standard, at-will) Poison, Weapon
Requires longbow; the larva sniper makes two wasp-flight arrow Disintegrate Ranged 10; (standard, daily)
attacks. If both attacks hit the same target, it takes ongoing 10 Attack: +28 vs Reflex;
poison damage and is dazed (save ends both). Hit: 5d10+12 damage, and the target takes ongoing 10 damage
(save ends).
Vespine Speed (minor 1/round, at-will) Poison, Weapon
Aftereffect: Ongoing 5 damage (save ends).
The larva sniper makes a basic attack. Miss: 3d10+12 damage, and the target takes ongoing 5 damage
Triggered Actions (save ends).
Escaping Sting (immediate reaction, at-will) Poison, Force Volley Ranged 20; (standard, encounter) Force
Weapon Target: targets up to three creatures;
Trigger: When targeted by a melee attack Attack: +28 vs Reflex; (+4 power bonus to attack roll if targeting one
Effect: The larva sniper shifts up to 3 squares and makes a basic creature)
attack. Hit: 3d6+12 force damage, and the target is dazed until the end of
Vengeful Hive Close burst 2 Poison the caster's next turn.
Trigger: When first bloodied, encounter Thunderwave Close blast 3; (standard, at-will) Thunder
Attack: +24 vs Fortitude; Attack: +25 vs Fortitude;
Hit: 3d8+5 poison damage. Hit: 2d6+11 thunder damage, and the target is pushed 5 squares.
Skills Triggered Actions
Alignment Evil Languages Common
Displacement Ranged 5; (immediate interrupt, encounter)
Skills Acrobatics +18, Stealth +18
Illusion
Str 15 (+12) Dex 17 (+13) Wis 23 (+16)
Trigger: When a ranged or a melee attack hits the caster or one of
Con 21 (+15) Int 27 (+18) Cha 16 (+13)
his allies in range,
Equipment: leather armor , longbow .
Effect: The attacker must reroll the attack roll.
Minor Actions
Published in Open Grave, page(s) 160.
Blur (minor; daily) Illusion
Until the end of the encounter, Leglanth or Yargo gains a +2 power
bonus to all defenses, and enemies more than 5 squares away from
him cannot see him.
Move Actions
Fey Step (move; encounter) Teleportation
Leglanth or Yargo teleports up to 5 squares.
Skills
Alignment Evil Languages Abyssal, Common, Elven
Skills Arcana +25, History +20, Religion +23
Str 12 (+12) Dex 17 (+14) Wis 20 (+16)
Con 14 (+13) Int 24 (+18) Cha 13 (+12)
Equipment: staff implement .
Lich Claw 2 Lich Claw 2 Lich Claw 3 Lich Claw 3 Lich Claw 4 Lich Claw 4
Loratha Loratha
Maheghoda Maheghoda
Necrosphinx Necrosphinx
Initiative +16 Senses Perception +12; low-light vision Initiative +15 Senses Perception +15; Darkvision
HP 412; Bloodied 206 HP 186; Bloodied 93
AC 39; Fortitude 35, Reflex 37, Will 39 AC 33 (35 against opportunity attacks); Fortitude 34, Reflex 30, Will
Saving Throws +2 (+7 against charm effects) 28
Speed 6 Action Points 1 Resist 20 fire Speed 10, teleport 10
Traits Traits
Warding Blade Hell’s Ride (while mounted by a friendly rider of 13th level or
When a creature Loratha has cursed makes a melee attack against higher) Mount
her, that creature takes 5 damage. Maheghoda’s rider gains resist 20 fire.
Standard Actions Standard Actions
Dagger (standard, at-will) Weapon Hooves (standard, at-will) Fire
Attack: +28 vs AC; Attack: +24 vs AC;
Hit: 1d4+6 damage. Hit: 1d8+7 damage, and ongoing 5 fire damage (save ends).
Eyebite Ranged 10; (standard, at-will) Charm, Psychic Trample (standard, at-will)
Attack: +27 vs Reflex; Maheghoda can move up to its speed and enter enemies’ spaces. This
Hit: 2d6+11 psychic damage, and Loratha is invisible to the target movement provokes opportunity attacks, and Maheghoda must end its
until the start of her next turn. move in an unoccupied space. When it enters an enemy’s space, the black
courser makes a trample attack;
Bewitching Whispers Ranged 10; (standard, recharge ) Attack: +22 vs Reflex;
Charm Hit: 1d8+6 damage, and the target is knocked prone.
Attack: +27 vs Will; Hooves of Hell (standard; recharge ) Fire
Effect: Until the end of Loratha's next turn, the target treats all Maheghoda moves up to 10 squares.
creatures as enemies for the purpose of opportunity attacks and Each square it leaves is filled with fire to a height of 10 feet until
must take every opportunity attack possible (with a +5 bonus to the the end of its next turn. Any creature that hits Maheghoda with a
attack roll). melee attack during this move, or that enters one of the flaming
Curse of the Golden Mist Ranged 10; (standard; sustain squares, takes 10 fire damage.
standard, daily) Charm Skills
Attack: +27 vs Will; Alignment Evil Languages -
The target loses its next standard action. Loratha must make a new Skills Endurance +22
attack roll when she sustains this effect. If the attack misses, the Str 23 (+15) Dex 19 (+13) Wis 12 (+10)
effect ends. Con 26 (+17) Int 16 (+12) Cha 15 (+11)
Twofold Curse (minor `/round; at-will)
Loratha can place her Warlock’s Curse on the two nearest enemies
she can see. Once per round, when Loratha damages a cursed
enemy, she can deal 3d6 extra damage to that target.
Healing Actions
Thirsting Tendrils Ranged 10; (standard, encounter) Healing Published in Open Grave, page(s) 19.
Attack: +27 vs Fortitude;
Hit: 3d6+11 damage, and Loratha can spend a healing surge to
regain 113 hit points.
Move Actions
Fey Step (move; encounter) Teleportation
Loratha teleports up to 5 squares.
Infuriating Elusiveness (move; encounter) Illusion, Teleportation
Loratha becomes invisible and then teleports up to 4 squares. The
invisibility lasts until the start of Loratha’s next turn.
Wings of the Fiend (minor; daily) Polymorph
Loratha grows wings and gains a fly speed of 6 until the end of the
encounter.
Skills
Alignment Evil Languages Abyssal, Common, Elven
Skills Arcana +23, History +18, Intimidate +23
Str 12 (+12) Dex 17 (+14) Wis 13 (+12)
Con 14 (+13) Int 20 (+16) Cha 24 (+18)
Equipment: dagger .
HP 72; Bloodied 36 Initiative +14 Initiative +16 Senses Perception +9; Darkvision
AC 27, Fortitude 23, Reflex 25, Will 26 Perception+13 HP 95; Bloodied 47
Speed 0, fly 6 (hover); phasing Darkvision AC 27; Fortitude 24, Reflex 25, Will 23
Immune disease, poison; Resist 15 necrotic; Vulnerable 5 radiant
Immune disease, poison
Speed 6
Standard Actions
Osseous Thrust (standard, at-will)
Traits
Attack: +17 vs AC;
Inexorable Creep
Hit: 1d8+9 damage.
When the ghost uses phasing to move through blocking terrain, it
gains a +2 bonus to attack rolls and all defenses and deals 1d6 extra Marrow Feast (standard; requires combat advantage against the
damage on melee attacks and ranged attacks until the start of its target, recharge )
next turn. Attack: +17 vs AC;
Insubstantial Hit: 2d8+12 damage, and the target is grabbed.
The ghost takes half damage from any damage source. Each round that the marrowshriek skeleton sustains the grab, the
target takes 15 damage and is weakened until the end of the
Standard Actions
marrowshriek skeleton’s next turn.
Spirit Touch (necrotic) At-Will
Marrowshriek Close burst 3; (minor 1/round, at-will)
Attack: Melee 1 (one creature); +16 vs. Reflex
Target: targets living creatures;
Hit: 3d8 + 8 necrotic damage.
Attack: +15 vs Fortitude; the target is dazed until the end of the
Piercing Malice (psychic) At-Will marrowshriek skeleton’s next turn.
Attack: Ranged 5 (one creature); +16 vs. Will If the target is grabbed by the marrowshriek skeleton, it is stunned
Hit: 3d8 + 8 psychic damage, and the target is slowed (save ends). until the end of the marrowshriek skeleton’s next turn instead of
Inky Breath (necrotic) Recharge dazed.
Attack: Close blast 5 (enemies in the blast); +16 vs. Fortitude Shadowrought (standard; at-will)
Hit: 2d8 + 3 necrotic damage, and the target takes ongoing 10 The marrowshriek skeleton becomes invisible until it attacks.
necrotic damage and is immobilized (save ends both). Skills
Skills Alignment Chaotic evil Languages -
Skills Stealth +18 Skills Stealth +17
Str 14 (+8) Dex 24 (+13) Wis 14 (+8) Str 18 (+10) Dex 22 (+12) Wis 16 (+9)
Con 19 (+10) Int 10 (+6) Cha 25 (+13) Con 17 (+9) Int 6 (+4) Cha 9 (+5)
Alignment Unaligned Languages Common
Published in Open Grave, page(s) 151, The Shadowfell, page(s) E21. Published in Open Grave, page(s) 87, 182, Dungeon Magazine 163,
page(s) 62.
Marroshriek Marroshriek
Malicious Ghost 1 Malicious Ghost 1 Malicious Ghost 2 Malicious Ghost 2 Skeleton 1 Skeleton 1
Marroshriek Marroshriek
Skeleton 2 Skeleton 2 Enigma of Vecna Enigma of Vecna Mauthereign Mauthereign
Initiative +16 Senses Perception +19 Initiative +11 Senses Perception +18; Darkvision
HP 203; Bloodied 101 HP 344; Bloodied 172
AC 36; Fortitude 33, Reflex 34, Will 35 AC 34; Fortitude 29, Reflex 30, Will 33
Speed 6 Immune disease, poison; Resist 10 necrotic
Traits Saving Throws +2 Speed 6, swim 6 Action Points 1
Flesh Ripper Rage Traits
Once a master enigma of Vecna has been bloodied, it gains Necromantic Aura (Necrotic) aura 5;
regeneration 5 and cannot use any power except rend flesh until Any living creature that enters the aura or starts its turn within the
the end of the encounter. aura takes 5 necrotic damage.
Standard Actions Regeneration 10
Dagger (standard, at-will) Weapon (if Mauthereign takes radiant damage, regeneration doesn’t
Attack: +28 vs AC; function until the end of his next turn)
Hit: 4d4+5 damage. Indestructible
Memory Rage Ranged 5; (standard, recharge ) Psychic When Mauthereign is reduced to 0 hit points, his body and
possessions fall into dust, but he is not destroyed. He reappears,
Attack: +26 vs Will;
along with his possessions, within 1 square of his phylactery (an
Hit: 3d10+3 psychic damage, and the target cannot use encounter
amulet hidden under the bed in his ritual chamber) 1d10 days later.
attack powers, daily attack powers, or utility powers (save ends).
Aftereffect: The target is stunned until the end of its next turn. Standard Actions
Shock Bolt Ranged 10; (standard, at-will) Lightning Staff (standard, at-will) Weapon
Attack: +26 vs Reflex; Attack: +22 vs AC;
Hit: 4d6+5 lightning damage, and the target is dazed (save ends). Hit: 1d8+4 damage (crit 4d8+12).
Rend Flesh (standard; usable only after flesh ripper rage, at-will) Lash of Grazroblain Ranged 10; (standard, at-will) Necrotic
Attack: +25 vs AC; Attack: +24 vs Reflex;
Hit: 4d8+5 damage. Hit: 3d6+5 necrotic damage, and the target is dazed until the end of
Mauthereign's next turn.
Triggered Actions
Wither (standard, recharge ) Necrotic
Horrific Visage Close burst 2; ( when first bloodied, encounter)
Fear, Psychic Attack: +21 vs Reflex;
Hit: 4d6+5 necrotic damage, and the target takes ongoing 10
Target: targets enemies;
necrotic damage and is slowed (save ends both).
Attack: +26 vs Will;
Aftereffect: The target is slowed until it takes an extended rest, it is
Hit: 3d8+5 psychic damage, and the target is pushed 5 squares.
the subject of a Remove Affliction ritual, or Mauthereign is slain
Skills
(whichever occurs first).
Alignment Evil Languages Common
Spellmaster (minor; recharge )
Skills Arcana +22
Str 18 (+15) Dex 20 (+16) Wis 17 (+14) Mauthereign recharges wither.
Con 19 (+15) Int 22 (+17) Cha 19 (+15) Stunning Escape Close burst 1; (standard, daily) Teleportation
Equipment: robes, dagger . Attack: +21 vs Fortitude;
Hit: The target is stunned until the end of the Mauthereign's next
Published in Open Grave, page(s) 214. turn, and Mauthereign teleports up to 10 squares.
Skills
Alignment Evil Languages Abyssal, Common
Skills Arcana +20, Heal +23, History +20, Insight +23, Religion +20
Str 14 (+11) Dex 14 (+11) Wis 18 (+13)
Con 20 (+14) Int 22 (+15) Cha 20 (+14)
Equipment: staff implement .
Published in Open Grave, page(s) 193, The Plane Below, page(s) 98,
Dungeon Magazine 163, page(s) 88, The Shadowfell, page(s) E22,
Dungeon Magazine 196.
Oblivion Wraith 1 Oblivion Wraith 1 Oblivion Wraith 2 Oblivion Wraith 2 Offalian 1 Offalian 1
Offalian 2 Offalian 2
Initiative +16 Senses Perception +22; Darkvision Initiative +10 Senses Perception +15; Darkvision
HP 562; Bloodied 281 Sickening Stench aura 2; any living creature that starts its turn
AC 39; Fortitude 40, Reflex 37, Will 38 within the aura is weakened until the end of its next turn.
Immune disease, necrotic, poison; Resist 15 variable (3/encounter) HP 376; Bloodied 188
Saving Throws +2 AC 32; Fortitude 28, Reflex 27, Will 30
Speed 6, fly 8 (clumsy) Action Points 1 Immune disease; Resist 5 necrotic
Traits Saving Throws +2 Speed 6 Action Points 1
Aura of Death aura 20; Traits
Enemies that enter or start their turns in the aura take 10 necrotic Regeneration 10
damage (20 necrotic damage while Oreiax is bloodied). Regenerates 10 hit points at the start of each turn.
Standard Actions Standard Actions
Death Rattle Reach 2; (standard, at-will) Necrotic, Weapon Writhing Strangle (standard, at-will)
Attack: +27 vs AC; Attack: +19 vs Reflex;
Hit: 3d12+10 damage, and the target is slowed (save ends). If the Hit: 2d8+6 damage, and the target is dazed (save ends).
target is already slowed, it is instead slowed and weakened until Skills
the end of Oreiax's next turn. Alignment Evil Languages Common
Petrifying Breath Close blast 5; (minor, recharge ) Str 16 (+11) Dex 14 (+10) Wis 24 (+15)
Attack: +25 vs Fortitude; Con 18 (+12) Int 12 (+9) Cha 20 (+13)
Hit: 4d6+20 damage, and the target is slowed and weakened (save
ends). If the target is already slowed and weakened, it is instead Published in Open Grave, page(s) 147.
stunned (save ends).
If it is already stunned, it is instead petrified (save ends).
Triggered Actions
Reactive Rattle (immediate interrupt, at-will) Necrotic,
Weapon
Trigger: When an enemy moves to a position where it flanks oreiax
Effect: Oreiax makes a death rattle attack against the enemy.
Skills
Alignment Chaotic evil Languages Abyssal
Skills Intimidate +25, Religion +23
Str 31 (+22) Dex 18 (+16) Wis 20 (+17)
Con 31 (+22) Int 23 (+18) Cha 26 (+20)
Equipment: death rattle (greatclub)
Initiative +14 Senses Perception +7; Darkvision Initiative +22 Senses Perception +26; Darkvision, truesight 10
HP 993; Bloodied 496
HP 178; Bloodied 89
AC 45; Fortitude 39, Reflex 44, Will 44
AC 24; Fortitude 21, Reflex 22, Will 21 Immune disease, poison; Resist 10 cold, 10 lightning, 15 necrotic, 10 psychic
Immune disease, poison; Resist 10 necrotic Saving Throws +5 Speed 6, fly 10 (hover) Action Points 2
Saving Throws +2 Speed 9, climb 9 Action Points 1 Traits
Traits Necrodeath Aura (Necrotic) aura 5;
Bone Scraping Stone (Fear) aura 5; Any living enemy that enters or starts its turn within the aura takes 20
Any enemy within the aura takes a -2 penalty to attack rolls and necrotic damage.
damage rolls. Regeneration 20
If Osterneth takes radiant damage, regeneration doesn’t function until the
Deep Laceration
end of her next turn.
An osteopede deals 2d6 extra damage when it hits a target it has Soul Gems
combat advantage against. The soul gems contain the spirits of Osterneth’s victims. At the beginning of
Necrotic Advantage an encounter, the soul gems contain three souls. Crushing a gem after
An osteopede gains combat advantage against a creature affected Osterneth is defeated releases the soul to the Shadowfell.
by ongoing necrotic damage. Indestructible ( when reduced to 0 hit points)
Standard Actions Osterneth crumbles to dust, but she is not destroyed unless her phylactery
is found and also destroyed. She reappears in one day adjacent to her
Bite (standard, at-will) Necrotic phylactery.
The osteopede shifts up to 2 squares before or after the attack; Standard Actions
Attack: +13 vs AC;
Touch of Death (standard, at-will) Necrotic
Hit: 1d8+5 damage, and ongoing 5 necrotic damage (save ends).
Attack: +34 vs AC;
Skittering Rake (standard, recharge ) Necrotic Hit: The target gains ongoing 15 necrotic damage (save ends).
The osteopede shifts up to 9 squares and makes up to three attacks Shadow Ray Ranged 20; (standard, encounter) Necrotic
during its move; Attack: +32 vs Reflex;
Attack: +13 vs Reflex; Hit: 3d8+7 necrotic damage.
Hit: 2d4+6 damage, and ongoing 5 necrotic damage (save ends). Trap the Soul Ranged 20; (standard, at-will) Necrotic
Skills Attack: +32 vs Fortitude;
Alignment Unaligned Languages - Hit: The target is stunned (save ends).
Str 18 (+8) Dex 26 (+12) Wis 17 (+7) First Failed Saving Throw: The target loses 1d4 healing surges and is
Con 17 (+7) Int 12 (+5) Cha 14 (+6) stunned (save ends both).
Second Failed Saving Throw: The target dies and its soul is trapped within
one of Osterneth’s soul gems. Osterneth can have up to six souls trapped in
Published in Open Grave, page(s) 145. her soul gems at any time. A body made soulless by this attack is reduced to
dust.
Void Lightning Ranged 20; (standard, at-will) Necrotic, Lightning
Attack: +32 vs Reflex;
Hit: 3d8+7 necrotic and lightning damage, and the target is dazed (save
ends), and Osterneth makes a secondary attack.
Miss: Half damage, and the target is not dazed.
Secondary Targets: Two creatures within 5 squares of the primary target.
Secondary Attack +28 vs Reflex; (each)
2d8+7 necrotic and lightning damage each.
Withering Domination Ranged 5; (minor, recharge )
Attack: +32 vs Will;
Hit: The target is dominated and takes ongoing 10 necrotic damage (save
ends both).
Aftereffect: The target is dazed (save ends).
Luring Glare Close burst 10; (minor 1/round, at-will) Charm
Target: targets one creature;
Attack: +33 vs Will;
Hit: the target is pulled 4 squares.
Consume Soul (minor; expends a trapped soul; recharge ) Healing
Osterneth regains 100 hit points.
Greater illusionary Form (minor; at-will) Illusion
Osterneth can alter her physical form to take on the appearance and smell
of any Medium humanoid, including a unique individual. A successful Insight
check (opposed by Osterneth’s Bluff check) pierces the illusion.
Skills
Alignment Evil Languages Common, Supernal
Skills Bluff +28, Intimidate +28, Religion +29, Stealth +27, Thievery +27
Str 21 (+19) Dex 26 (+22) Wis 24 (+21)
Con 25 (+21) Int 31 (+24) Cha 28 (+23)
Osterneth Osterneth Organ Wretch Organ Wretch Organ Wretch 1 Organ Wretch 1