Huge natural magical beast (dragon)
Level 14 Solo Brute XP 5000
|HP 684; Bloodied 342||Initiative +0 (see multiple heads)|
|AC 26, Fortitude 27, Reflex 25, Will 27||Perception+19|
|Speed 6, fly 8||Darkvision|
|Resist 10 fire|
|Saving Throws +5; Action Points 2|
Whenever Calastryx ends any of her turns, any marking, dazing, stunning, or dominating effect on her ends.
Calastryx gets a full turn at initiative counts 30, 20, and 10. She cannot delay or ready actions. If she is granted immediate actions, she can take no more than one after each of her turns.
Power of Three
Each of Calastryx’s heads has its own breath weapon and rip and tear, and it tracks its usage of those powers separately.
Attack: Melee 3 (one creature); +19 vs. AC
Hit: 3d12 + 8 damage, and Calastryx slides the target up to 3 squares.
Inferno Shot (fire) At-Will
Attack: Ranged 10 (one creature); +17 vs. Reflex
Hit: 3d10 + 6 fire damage.
Breath Weapon (fire, zone) Recharge
Attack: Close blast 5 (creatures in the blast); +17 vs. Reflex
Hit: 2d12 + 7 fire damage.
Miss: Half damage.
Effect: The blast creates a zone that lasts until the end of Calastryx’s next turn. Any creature that ends its turn in one or more zones created by this power takes 10 fire damage.
Rip and Tear Encounter
Attack: Melee 3 (one, two, or three creatures); +19 vs. AC
Hit: 2d12 + 11 damage.
Bloodied Birth Encounter
Trigger: Calastryx is first bloodied.
Effect (No Action): Calastryx sprouts a fourth head, which acts on initiative count 40.
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)
Alignment Evil Languages Common, Draconic, Giant, Goblin
Published in Monster Vault: Threats to the Nentir Vale, page(s) 33.