Charnel Cinderhouse
Large natural animate (fire, undead)
Level 9 Solo Soldier XP 2000

Initiative +8        Senses Perception +5; Darkvision
Charnel Blaze (Fire) aura 2; any enemy that starts its turn within the aura takes 10 fire damage.
HP 392; Bloodied 196
AC 27; Fortitude 25, Reflex 22, Will 23
Immune disease, poison; Resist 10 fire, 10 necrotic; Vulnerable 5 radiant
Saving Throws +5
Speed 5
Action Points 2

Charnel Slam (standard, at-will) Fire, Necrotic

Reach 2; +16 vs AC; 2d6+6 necrotic damage, and ongoing 5 fire damage (save ends).

Prison of Flame and Bones (standard, at-will) Fire, Necrotic

+16 vs AC; 2d8+6 fire and necrotic damage, and the target is grabbed.

Crushing Prison (free 1/round, at-will)

Targets a creature grabbed by the charnel cinderhouse; 2d6 + 6 damage (no attack roll required)

Charnel Action (free, when an enemy within 2 squares of the cinderhouse is reduced to 0 hit points or fewer, at-will)

Make a charnel slam attack against the triggering creature.

Charnel Pyre ( when first bloodied and again when the charnel cinderhouse is reduced to 0 hit points, ) Fire, Necrotic

Close burst 3; +13 vs Fortitude; 2d6 fire damage plus 2d6 necrotic damage. Miss: Half damage.

Rejuvenation

A charnel cinderhouse rises at full hit points one day after it has been destroyed. Performing the Gentle Repose ritual on the creature’s remains destroys the creature completely, preventing it from using the rejuvenation power.

Alignment Chaotic evil        Languages -
Str 20 (+9)      Dex 15 (+6)      Wis 12 (+5)
Con 18 (+8)      Int 3 (0)      Cha 17 (+7)


Published in Open Grave, page(s) 138.