Ashgaunt
Medium natural humanoid (undead)
Level 7 Soldier (Leader) XP 300

Initiative +7        Senses Perception +4; Darkvision
Grave Masters aura 5; each undead ally within the aura gains a +2 bonus to attack rolls and to all defenses, +4 if the ashgaunt created the creature with its wake the dead ability.
HP 82; Bloodied 41
AC 25; Fortitude 24, Reflex 20, Will 20
Immune disease, poison; Resist 15 necrotic; Vulnerable 5 radiant
Speed 6

Claw (standard, at-will) Necrotic

+14 vs AC; 1d6+5 necrotic damage and target is marked until the end of the ashgaunt's next turn.

Life Drain (standard, at-will) Healing, Necrotic

+12 vs Fortitude; 2d6+5 necrotic damage; if the target is marked, it also loses 1 healing surge and is immobilized (save ends). If the target has no healing surges, the attack does extra damage equal to half the target’s bloodied total. On a hit, the ashgaunt regains 5 hit points..

Wake the Dead (minor, recharge ) Necrotic

Ranged 20; targets up to 4 destroyed undead creatures reduced to 0 hit points within range; the targets become zombie rotters (see Monster Manual 274), which fight on the behest of the ashguant until the end of the encounter or for 5 minutes, whichever comes first. The zombie rotters rise as a free action, and act after the ashgaunt in the initiative order.

Alignment Chaotic Evil        Languages Abyssal, Common
Str 20 (+8)      Dex 15 (+5)      Wis 12 (+4)
Con 18 (+7)      Int 16 (+6)      Cha 20 (+8)


Published in Dragon Magazine Annual.