Open Grave: Secrets of the Undead: A 4th Edition D&D Supplement
Bruce R. Cordell, Eytan Bernstein, Brian R. James
Format: PDF / Kindle (mobi) / ePub
All about the most horrifying monsters of D&D(R)--the walking dead!
The sourcebook provides information about undead origins, tactics, myths, lairs, behaviors, and more. In addition, this book provides elaborate lair entries (including tactical encounters) for undead at each tier of play. Broad story and campaign elements in Open Grave give DMs ready-to-play material than can be easily incorporated into a game, such as undead templates and power substitutions, adventure hooks and quests, and statistics for unique undead such as Acererak and Vecna.
Open Grave: Secrets of the Undead depicts a host of new undead, including new varieties of zombies, wraiths, skeletons, ghouls, and vampires. Open Grave also introduces several completely new types of undead, such as moongaunts, forsaken shells, and death oozes, to name just a few.
little regard for divinity. Though Orcus claims the mantle that kills because its hunger can never be sated and of Demon Prince of the Undead, his desire for absolute because it hates all life—especially life that reminds it control over his subjects limits the number of worshipers of its former existence. These undead have no culture that willingly serve him. Undead arcanists pay lip service or society, they create no art or literature, and they to Vecna, primarily out of a desire to
18 Elite Soldier Medium natural beast (undead) XP 4,000 Initiative +14 Senses Perception +17; darkvision HP 336; Bloodied 168; see also call to darkness AC 35; Fortitude 31, Refl ex 32, Will 31 Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant Saving Throws +2 Speed 8; see also equine bound Action Points 1 m Hoof Strike (standard; at-will) +25 vs. AC; 2d10 + 4 damage. M Double Attack (standard; at-will) The darkhoof makes two hoof strike attacks. M Lifebite (minor;
AM Haunting traps and hazards follow the Dungeon Hauntings as Master’s Guide guidelines (pages 85–87). Damage dealt by such a trap or hazard is either psychic or Skill Challenges necrotic in nature—gruesome visions and other hor- Certain ghostly entities lack creature statistics and rifying sensory input deal psychic damage, while can’t be fought. Instead, the obstacles they pose are dangers laden with energy antithetical to life deal best resolved as skill challenges. A classic
natural animate (undead) XP 150 stands in front of it. A narrow trench is gouged out of the Initiative +6 Senses Perception +3; darkvision f loor along the southern wall; gentle sobbing emanates HP 45; Bloodied 22 from the trench. A semisubstantial male humanoid with AC 18; Fortitude 15, Refl ex 16, Will 15 dead white hair stares down into the trench, apparently Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant entranced by its contents. Speed 5 m Longsword (standard;
natural humanoid (undead) XP 200 each Initiative +8 Senses Perception +2; darkvision guard, while the two ghouls bend over the young man HP 63; Bloodied 31 (one at his head, and one at his feet). Veran is securely AC 21; Fortitude 18, Refl ex 20, Will 17 bound and missing a few bite-size chunks from his Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant flesh, though he is still alive. The room is dim, lit by a Speed 8, climb 4 violet glimmer given off by the onyx skull.