Feramaug, Adult Iron Dragon
Large natural magical beast (dragon)
Level 13 Solo Lurker XP 4000
|HP 536; Bloodied 268||Initiative +14|
|AC 27, Fortitude 26, Reflex 24, Will 24||Perception+15|
|Speed 8, fly 10||Darkvision|
|Resist 20 lightning|
|Saving Throws +5; Action Points 2|
Draconic Frenzy Aura 2
If Feramaug is not invisible, any enemy that starts its turn in the aura takes 10 damage.
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.
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.
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.
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.