Huge natural magical beast (dragon)
Level 14 Solo Brute XP 5000
Initiative +9 Senses Perception +19
HP 564; Bloodied 282 ; see also bloodied birth
AC 28; Fortitude 26, Reflex 25, Will 27
Resist 10 fire
Saving Throws +5
Speed 6, fly 8
Action Points 2
Bite (standard, at-will)
Reach 3; +19 vs AC; 3d8+7 damage, and Calastryx slides the target 3 squares.
Breath Weapon (standard, recharge ) Fire, Zone
Close blast 5; +17 vs Reflex; 4d8+6 fire damage. Miss: Half damage. Effect: The area of the blast becomes a zone that lasts until the end of Calastryx’s next turn. An enemy that ends its turn in the zone takes 15 fire damage.
Inferno Blast (standard, at-will) Fire
Ranged 10; +17 vs Reflex; 2d10+5 fire damage.
Rip and Tear (standard, encounter)
Reach 3; +17 vs AC; 1d10+4 damage.
Each time Calastryx is marked, the attacker can choose one of the heads to mark. Marks affect each head separately. A head that is not marked ignores the mark’s effects and does not trigger effects tied to the mark. Other effects and conditions, such as dazed or stunned, apply to all of the heads.
Calastryx acts three times in a round, once for each head, on initiative counts 30, 20, and 10. It has a full set of actions on each turn and cannot delay or ready actions. It can use one immediate action between each turn.
Power of Three
Each of Calastryx’s heads tracks the use of encounter and recharge actions separately. Each head has a full array of the listed powers.
The first time Calastryx is bloodied, it sprouts a fourth head. That head has its own separate set of encounter and recharge powers. Its initiative is 40.
Alignment Evil Languages Common, Draconic, Giant, Goblin
Skills Arcana +17, Diplomacy +17, History +17, Insight +19, Intimidate +17
Str 24 (+14) Dex 15 (+9) Wis 24 (+14)
Con 21 (+12) Int 20 (+12) Cha 21 (+12)
Published in Hammerfast, page(s) 31.