Huge natural magical beast (dragon, undead)
Level 25 Solo Brute XP 35000

Initiative +19 (see also two souls)        Senses Perception +19; Darkvision
HP 819; Bloodied 409 ; see also bloodied breath and shattered prison
AC 38; Fortitude 39, Reflex 36, Will 36
Immune disease, poison; Resist 25 cold, 15 necrotic; Vulnerable 15 radiant
Saving Throws +5
Speed 8, fly 8 (hover)
Action Points 2

Bite (standard, at-will) Necrotic

Reach 2; +30 vs AC; 2d8+6 damage plus 2d8 necrotic damage.

Claw (standard, at-will)

Reach 2; +30 vs AC; 2d8+8 damage.

Furious Onslaught (standard; must be arantor's turn, at-will)

Arantor makes a claw attack against each enemy in reach, and one bite attack.

Remnant Breath (standard; must be arantor's turn, encounter) Cold, Necrotic

Close blast 5; +28 vs Reflex; 3d10+5 necrotic damage, and the target takes 15 ongoing cold damage (save ends).

Bloodied Breath ( when arantor first becomes bloodied, encounter) Cold, Necrotic

Arantor recharges remnant breath and uses it immediately.

Betraying Breath (standard; must be imrissa's turn, recharge ) Charm, Psychic

Close blast 5; targets enemies; +28 vs Will; 2d10+4 psychic damage and the target is dazed until it damages one of its allies.

Influential Whispers (standard; must be imrissa's turn, at-will) Charm, Psychic

Ranged 10; +28 vs Will; 2d10+4 psychic damage, and the target is dominated (save ends). Aftereffect: The nearest ally within 3 squares of the target is dominated (save ends). This attack does not provoke opportunity attacks.

Dead Dragon's Stride (move; must be imrissa's turn; at-will) Teleportation

Arantor teleports 10 squares.

Two Souls

Arantor acts twice each round, once on initiative result 30 and once on initiative result 20. The first is Arantor’s turn, and the second is Imrissa’s turn, which determines which powers Arantor can use on each turn. On Imrissa’s turn, Arantor can only move by using dead dragon’s stride.

Shattered Prison ( when arantor drops to 0 or fewer hit points)

Arantor’s corpse cracks open and releases Imrissa, who continues to fight. She is large instead of huge, has 234 hit points, does not benefit from two souls, can move normally, and only uses powers that can be used on Imrissa’s turn.

Alignment Chaotic Evil        Languages Common, Draconic
Skills Athletics +27, Insight +19
Str 31 (+22)      Dex 25 (+19)      Wis 14 (+14)
Con 26 (+20)      Int 14 (+14)      Cha 23 (+18)

Published in Dragon Magazine 378, Dungeon Magazine 170, page(s) 54.