Kravenghast
Medium shadow humanoid (undead)
Level 17 Solo Lurker XP 8000
Initiative +18 Senses Perception +14; Darkvision
HP 560; Bloodied 280
Regeneration 10 (if Kravenghast takes radiant damage, regeneration doesn't function until the end of his next turn)
AC 32; Fortitude 29, Reflex 32, Will 30
Immune disease, poison; Resist 20 necrotic, insubstantial; Vulnerable 10 radiant
Saving Throws +5
Speed fly 8 (hover); phasing
Action Points 2
(⚔) Decomposing Touch (standard, at-will) ✦ Necrotic
+22 vs Reflex; 2d8+5 necrotic damage, and the target takes ongoing 10 necrotic damage (save ends). While taking this ongoing damage, the target cannot spend healing surges.
⚔ Deadly Reaction (immediate interrupt, when an enemy moves to a position where it flanks kravenghast, at-will) ✦ Necrotic
+20 vs ; 2d8+7 damage.. Kravenghast attacks the enemy with his decomposing touch. If the attack hits, he can make another decomposing touch attack against another creature he is adjacent to.
➶ Shadowdrain Ray (minor, at-will) ✦ Necrotic
Ranged 10; +22 vs Reflex; 2d8+6 necrotic damage, and the target is weakened (save ends).
Combat Advantage✦ Necrotic
Kravenghast deals 2d6 extra necrotic damage against any target he has combat advantage against.
Kravenghast's Evasion
When an area or close attack targeting AC, Fortitude, or Will misses Kravenghast but deals damage on a miss, Kravenghast takes no damage from the attack.
Shadow Glide (move; encounter)
Kravenghast shifts up to 6 squares.
Second Wind (standard; encounter) ✦ Healing
Kravenghast spends a healing surge and regains 140 hit points. He gains a +2 bonus to all defenses until the start of his next turn.
Demesne
Kravenghast is aware of all that goes on in the mausoleum. While within, he cannot be surprised and does not grant combat advantage. He knows the location and appearance of all creatures in the area.
Binding
If Kravenghast is forced to leave the mausoleum (through forced movement or a compulsion), he suffers excruciating pain. Each round that he spends outside the mausoleum, he takes 2d6 damage, and his regeneration doesn't 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 can be permanently killed only by damage from living creatures.
Spawn Wraith (standard; encounter)
Any humanoid killed by a wraith rises as a free-willed wraith at the start of its creator's next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the raise dead ritual) does not destroy the spawned wraith.
Alignment Chaotic evil Languages Common
Skills Stealth +19
Str 14 (+10) Dex 22 (+14) Wis 12 (+9)
Con 16 (+11) Int 11 (+8) Cha 21 (+13)
Published in Open Grave, page(s) 101.