Feramaug, Adult Iron Dragon
Large natural magical beast (dragon)
Level 13 Solo Lurker XP 4000

HP 536; Bloodied 268Initiative +14
AC 27, Fortitude 26, Reflex 24, Will 24Perception+15
Speed 8, fly 10Darkvision
Resist 20 lightning
Saving Throws +5; Action Points 2

Traits

Draconic Frenzy Aura 2

If Feramaug is not invisible, any enemy that starts its turn in the aura takes 10 damage.

Action Recovery

Whenever Feramaug ends her turn, any dazing, dominating, or stunning effect on her ends.

Instinctive Relocation (teleportation)

On an initiative of 10 + her initiative check, Feramaug teleports up to 5 squares, becomes invisible, and uses lightning jaws as a free action. She then becomes visible. If she cannot use free actions due to a dominating, stunning, or unconscious effect, then that effect ends instead.

Standard Actions

Bite (lightning) At-Will

Attack: Melee 2 (one creature); +18 vs. AC

Hit: 2d6 + 5 damage plus 1d6 + 6 lightning damage.

Lightning Jaws At-Will

Requirement: Feramaug must be invisible.

Effect: Feramaug uses bite twice.

Breath Weapon (lightning) Recharge

Attack: Close blast 5 (creatures in the blast); +16 vs. Reflex

Hit: 3d8 + 12 lightning damage, and Feramaug slides the target up to 3 squares.

Miss: Half damage, and Feramaug can slide the target 1 square.

Effect: Feramaug’s aura also deals 10 lightning damage until the start of her next turn.

Minor Actions

Elusive Invisibility (illusion) At-Will (1/round)

Effect: Feramaug becomes invisible until the end of her next turn or until she hits or misses with an attack.

Triggered Actions

Bloodied Breath Encounter

Trigger: Feramaug is first bloodied.

Attack (Immediate Reaction): Breath weapon recharges, and Feramaug uses it.

Skills Acrobatics +15, Athletics +14, Stealth +15
Str 16 (+9)                Dex 18 (+10)                Wis 19 (+10)
Con 22 (+12)                Int 14 (+8)                Cha 11 (+6)

Alignment Evil        Languages Common, Draconic, Giant

Published in Dungeon Magazine 197.