Dark Pharaoh
Large natural animate (construct, undead)
Level 13 Elite Controller (Leader) XP 1600

Initiative +8        Senses Perception +9; Darkvision
Despair (Fear) aura 5; any enemy within the aura takes a -2 penalty to attack rolls against the dark pharaoh.
HP 264; Bloodied 132
Regeneration 10 (if a dark pharaoh takes fire damage, regeneration doesn’t function until the end of its next turn)
AC 30; Fortitude 28, Reflex 22, Will 27
Immune disease, poison, sleep; Resist 10 necrotic
Saving Throws +2
Speed 5
Action Points 1

Slam (standard, at-will) Necrotic

Reach 2; +19 vs AC; 2d8+6 necrotic damage.

Slamming Fury (standard, at-will) Necrotic

The dark pharaoh makes two slam attacks, each one against a different target.

Psychic Block (immediate interrupt, when an enemy would target the dark pharaoh with an attack, at-will) Psychic

Ranged 10; targets the triggering enemy; +17 vs Will; the target designates another target for the attack, or the attack is negated. A negated daily power or encounter power is expended.

Psychic Curse (standard, at-will) Psychic

Ranged 10; +17 vs Will; 2d8+6 psychic damage, and each time the target uses an attack power, it takes 5 psychic damage (save ends). Aftereffect: The target is dazed (save ends).

Mummy's Curse ( when reduced to 0 hit points, ) Disease

Close burst 10; targets enemies; +17 vs Will; the target contracts mummy rot.

False Faith (standard; at-will)

The dark pharaoh assumes a meditative stance. Until the end of its next turn, it gains resist 20 to all damage, and allies in its line of sight gain a +2 bonus to attack rolls. If the dark pharaoh moves, the effect ends.

Alignment Evil        Languages Common
Str 22 (+12)      Dex 14 (+8)      Wis 16 (+9)
Con 20 (+11)      Int 7 (+4)      Cha 11 (+6)

Published in Open Grave, page(s) 166.