Public monster listing

Shuffling Zombie

 0

None

  • Medium,
  • Natural,
  • Animate
  • (Undead)
  • 0 XP
  • Initiative:

     +0
  • Senses:

     Perception +-5,
  • HP:

     0
  • Bloodied:

     0
  • AC:

     0
  • Fortitude:

     0
  • Reflex:

     0
  • Will:

     0
  • Speed:

     4
  • Immune:

    Disease, Poison
  • Saving Throws:

     +0
  • Action points:

     0

Standard Actions

basic melee

Bash

(Weapon) ♦

At-Will

  • Attack: 

    Basic Melee 1; +0 vs. AC
  • Hit: 

    6 damage.
melee

Grab

(Weapon) ♦

At-Will

  • Attack: 

    Special Melee 1; +0 vs. Reflex
  • Hit: 

    3 damage, and the target is grabbed (escape DC equals your Will).

Move Actions

Move

At-Will

  • Attack: 

    Special ;
  • Effect: 

    The zombie stands up, crawls or shifts 1, or climbs or walks its speed. It cannot run.
  • Str

    0 (+-5)
  • Dex

    0 (+-5)
  • Wis

    0 (+-5)
  • Con

    0 (+-5)
  • Int

    0 (+-5)
  • Cha

    0 (+-5)

Alignment

Unaligned

Peryton

 4

Skirmisher

  • Medium,
  • Natural,
  • Beast
  • 175 XP
  • Initiative:

     +6
  • Senses:

     Perception +9,
  • HP:

     54
  • Bloodied:

     27
  • AC:

     18
  • Fortitude:

     17
  • Reflex:

     16
  • Will:

     15
  • Speed:

     2
  • Saving Throws:

     +0
  • Action points:

     0

Traits

Peryton's Prey

At the start of each of its turns, the peryton chooses one creature it can see. That creature is the peryton’s prey until the start of the peryton’s next turn.

Unhindered

When the peryton moves on its turn, it pulls with it any creature grabbed by it. The peryton can pull the creature vertically off a solid surface. During this movement, the creature remains grabbed, and this movement does not provoke an opportunity attack from the grabbed creature.

Standard Actions

basic melee

Antler Bash

At-Will

  • Attack: 

    Basic Melee 1; +9 vs. AC
  • Hit: 

    2d6 + 3 damage, or 2d6 + 8 against the creature designated as the peryton’s prey. In addition, the target falls prone.
melee

Flyby Attack

At-Will

  • Attack: 

    Special ;
  • Effect: 

    The peryton flies up to its fly speed and uses antler bash once at any point during the movement. The peryton does not provoke opportunity attacks when moving away from the target of the attack.
melee

Claw Snatch

Recharge

when first bloodied
  • Attack: 

    Special ;
  • Effect: 

    Before and after the attack, the peryton can fly up to half its fly speed.
melee

Feast

(Healing) ♦

Encounter

  • Attack: 

    Special ;
  • Effect: 

    Melee 1 (one dying humanoid). The target dies, and the peryton regains 15 hit points.
  • Str

    18 (+4)
  • Dex

    15 (+2)
  • Wis

    14 (+2)
  • Con

    14 (+2)
  • Int

    10 (+0)
  • Cha

    8 (+-1)

Alignment

Chaotic Evil

Human Guard

 4

Soldier

  • Medium,
  • Natural,
  • Humanoid
  • 175 XP
  • Initiative:

     +6
  • Senses:

     Perception +8,
  • HP:

     56
  • Bloodied:

     28
  • AC:

     19
  • Fortitude:

     17
  • Reflex:

     16
  • Will:

     15
  • Speed:

     5
  • Saving Throws:

     +0
  • Action points:

     0

Standard Actions

basic melee

Halberd

(Weapon) ♦

At-Will

  • Attack: 

    Basic Reach 2; +11 vs. AC
  • Hit: 

    1d10 + 3 damage, and the target is marked until the end of the human guard’s next turn
melee

Powerful Strike

(Weapon) ♦

Recharge

5
  • Requirement: 

    Requires halberd
  • Attack: 

    Special reach 2; +11 vs. AC
  • Hit: 

    1d10 + 7 damage, and the target is knocked prone
ranged

Crossbow

(Weapon) ♦

At-Will

  • Attack: 

    Special Ranged 15/30; +10 vs. AC
  • Hit: 

    1d8 + 2 damage
  • Skills:

  • Streetwise +8
  • Str

    17 (+3)
  • Dex

    15 (+2)
  • Wis

    12 (+1)
  • Con

    16 (+3)
  • Int

    11 (+0)
  • Cha

    13 (+1)

Alignment

Any

Languages

Common

Equipment

Chainmail, Halberd, Crossbow, Crossbow Bolts (20)

Abalach-Re, Sorcerer-Queen

 23

Controller

  • Medium,
  • Natural,
  • Humanoid
  • 25500 XP
  • Initiative:

     +15
  • Senses:

     Perception +21, low-light vision
  • HP:

     856
  • Bloodied:

     428
  • AC:

     37
  • Fortitude:

     34
  • Reflex:

     36
  • Will:

     35
  • Speed:

     8
  • Saving Throws:

     +5
  • Action points:

     2

Traits

aura

Morphic Soulburn

(Fire, psychic) ♦

Aura

2

Any enemy that starts its turn within the aura takes 10 fire and psychic damage and takes a -2 penalty to Fortitude, Reflex, or Will until the start of its next turn.

Spirit Flight

Abalach-Re becomes insubstantial and phasing while moving.

Standard Actions

basic melee

Telekinetic Thrust

(Implement) ♦

At-Will

  • Attack: 

    Basic Melee 1 or Ranged 10; +27 vs. Fortitude
  • Hit: 

    5d8 + 9 damage, and Abalach-Re slides the target 5 squares and the target is immobilized (save ends).
basic melee

Disrupting Touch

(Force) ♦

At-Will

  • Attack: 

    Basic Melee 3 or Ranged 10; +27 vs. Reflex
  • Hit: 

    3d10 + 4 damage, and ongoing 10 force damage (save ends).
basic melee

Instinct Overload

(Implement, psychic) ♦

At-Will

  • Attack: 

    Basic Melee 1 or Ranged 10; +27 vs. Will
  • Hit: 

    4d10 + 9 psychic damage, and Abalach-Re chooses a minor or a move action that the target must take during its next turn. Abalach-Re cannot make the target use a power.

Morphing Power Splice

At-Will

  • Attack: 

    Special ;
  • Effect: 

    Abalach-Re makes three basic attacks. These attacks do not provoke opportunity attacks.

Defiling Field

(Necrotic, zone) ♦

Recharge

when first bloodied
  • Attack: 

    Special ;
  • Effect: 

    Abalach-Re creates a zone in a close burst 3 that lasts until the end of the encounter. When an enemy takes damage while within the zone, it also takes ongoing 15 necrotic damage (save ends).

Move Actions

Allocation

(Teleportation) ♦

Recharge

when first bloodied
  • Attack: 

    Special ;
  • Effect: 

    Abalach-Re teleports 10 squares. She then slides any creature adjacent to her 5 squares.

Triggered Actions

ranged

Vengeance of Adaptive Flesh

At-Will

  • Trigger: 

    Abalach-Re is hit by an attack.
  • Attack: 

    Special Ranged 10; +27 vs. Will
  • Hit: 

    Ongoing 15 damage of the triggering damage type, if any. This attack does not provoke opportunity attacks.
  • Skills:

  • Arcana +24
  • Bluff +23
  • History +24
  • Insight +21
  • Str

    17 (+3)
  • Dex

    19 (+4)
  • Wis

    20 (+5)
  • Con

    22 (+6)
  • Int

    27 (+8)
  • Cha

    24 (+7)

Alignment

Chaotic Evil

Languages

Abyssal, Common, Draconic, Primordial

Equipment

robes, Orb Implement

Torog

 34

Lurker

  • Huge,
  • Immortal,
  • Humanoid
  • 195000 XP
  • Initiative:

     +26
  • Senses:

     Perception +27, Darkvision
  • HP:

     1232
  • Bloodied:

     616
  • AC:

     48
  • Fortitude:

     47
  • Reflex:

     45
  • Will:

     46
  • Speed:

     6
  • Immune:

    attacks by characters below 20th level

    Resist:

    20 Psychic
  • Saving Throws:

     +5
  • Action points:

     2

Traits

aura

Shared Torture

(Psychic) ♦

Aura

10

when any enemy within the aura makes a death saving throw, each conscious enemy within the aura takes 10 psychic damage.

aura

Torturous Exhaustion

Aura

10

when any enemy within the aura makes a saving throw against ongoing damage, that enemy is weakened until the end of its next turn. Enemies within the aura can choose not to make saving throws against ongoing damage to avoid this effect.

Perpetual Crawler

Torog cannot be knocked prone. He takes no penalties for his ruined legs, and crawls at his normal speed.

Standard Actions

basic melee

Serrated Longsword

(Fire, Weapon) ♦

At-Will

  • Attack: 

    Basic Reach 2; +39 vs. AC
  • Hit: 

    3d12 damage, and ongoing 5 fire damage (save ends)

Imprisoning Chains

At-Will

  • Attack: 

    Special Close burst 20; +37 vs. Reflex
  • Hit: 

    1d10 + 10 damage, and the target slides 5 squares and is restrained until the end of Torog’s next turn

Move Actions

Crawling Blood

At-Will

  • Attack: 

    Special ;
  • Hit: 

    7d8 + 10
  • Effect: 

    Torog moves his speed or shifts 1 square, and a crawling blood swarm (see the statistics block) appears in a square he left.

Minor Actions

ranged

Bond of Torture

(Charm, Psychic) ♦

Recharge

when no creature is affected by this power
  • Attack: 

    Special Ranged 20; +39 vs. Will
  • Hit: 

    each time Torog takes damage, the target takes psychic damage equal to one-half the damage dealt to Torog. Each time the target takes damage from this effect, it can use an immediate reaction to end the effect by voluntarily becoming dominated by Torog (save ends)

Triggered Actions

Torturous Chainlash

At-Will

  • Trigger: 

    when Torog is hit by an attack
  • Attack: 

    Special Close burst 20; +37 vs. Reflex
  • Hit: 

    1d10 + 10 damage, and the target is stunned until the end of Torog’s next turn

Other Actions

melee

Sickle of Agony

(Weapon) ♦

At-Will

  • Attack: 

    Special Reach 2; +39 vs. AC
  • Hit: 

    3d10 damage, and ongoing 5 damage (save ends)
  • Skills:

  • Dungeoneering +32
  • Endurance +31
  • Intimidate +35
  • Str

    33 (+11)
  • Dex

    20 (+5)
  • Wis

    30 (+10)
  • Con

    28 (+9)
  • Int

    28 (+9)
  • Cha

    27 (+8)

Alignment

Evil

Languages

all, telepathy 20

Equipment

serrated longsword, sickle of agony

Greater Aspect of Leviathan

 30

Brute

  • Gargantuan,
  • Aberrant,
  • Beast
  • 38000 XP
  • Initiative:

     +15
  • Senses:

     Perception +22,
  • HP:

     680
  • Bloodied:

     340
  • AC:

     44
  • Fortitude:

     46
  • Reflex:

     35
  • Will:

     38
  • Speed:

     4
  • Immune:

    Cold

    Resist:

    0 Acid, 0 Fire
  • Saving Throws:

     +2
  • Action points:

     0

Standard Actions

basic melee

Bite

At-Will

  • Attack: 

    Basic Reach 4; +33 vs. AC
  • Hit: 

    4d8 + 11 damage
melee

Crushing Bite

Recharge

5
  • Attack: 

    Special Reach 4; +31 vs. Fortitude
  • Hit: 

    2d12 + 11 damage, and the target is dazed (save ends).
melee

Slam Flurry

Encounter

  • Attack: 

    Special Reach 4; +32 vs. AC
  • Hit: 

    4d8 + 11 damage
  • Effect: 

    The Leviathan makes three slam attacks against three different opponents
melee

Swallow Whole

At-Will

  • Attack: 

    Special ; +31 vs. Reflex
  • Hit: 

    2d12 + 11 damage, and a Large or smaller target is swallowed. A swallowed target is grabbed and restrained. A swallowed creature has line of sight and line of effect only to the leviathan swallowing it, and no creatures has line of sight or line of effect to it. A creature that escapes the grab is no longer swallowed and appears in a space adjacent to the leviathan. A leviathan can move normally while it has a target grabbed in this way. When the leviathan dies, the target can escape as a move action, appearing in the leviathan’s former space. Sustain Minor: The leviathan sustains the grab, and the target takes 20 damage

Chaos Surge

(Psychic) ♦

Recharge

6
  • Attack: 

    Special close burst 5; +31 vs. Will
  • Hit: 

    3d6 + 11 psychic damage, and the target is blinded and dazed (save ends both) and then pushed 3 squares
  • Effect: 

    The Leviathan unleashes a surge of pure energy.
  • Skills:

  • Endurance +30
  • Str

    32 (+11)
  • Dex

    10 (+0)
  • Wis

    14 (+2)
  • Con

    30 (+10)
  • Int

    8 (+-1)
  • Cha

    9 (+-1)

Alignment

Unaligned

Zenobaal, Prophecy Incarnate

 34

Brute

  • Gargantuan,
  • Natural,
  • Magical Beast
  • (Dragon)
  • 195000 XP
  • Initiative:

     +22
  • Senses:

     Perception +32, Darkvision,truesight 5
  • HP:

     1240
  • Bloodied:

     620
  • AC:

     46
  • Fortitude:

     47
  • Reflex:

     45
  • Will:

     46
  • Speed:

     10
  • Immune:

    stunned

    Resist:

    30 Cold
  • Saving Throws:

     +5
  • Action points:

     2

Traits

aura

Prophecy's Revelation

Aura

5

enemies do not gain the benefits of concealment or total concealment while within the aura.

Threatening Bite

Zenobaal can make opportunity attacks with his bite against enemies within his reach (3 squares).

Steady Form

Zenobaal makes a saving throw against one ongoing damage effect at the start of his turn.

Standard Actions

basic melee

Bite

At-Will

  • Attack: 

    Basic Reach 3; +37 vs. AC
  • Hit: 

    3d12 + 12 damage
basic melee

Claw

At-Will

  • Attack: 

    Basic Reach 2; +37 vs. AC
  • Hit: 

    2d12 + 12 damage
melee

Furious Onslaught

At-Will

  • Attack: 

    Special ;
  • Effect: 

    Zenobaal makes two claw attacks and one bite attack. While bloodied, he makes three claw attacks instead of two

Breath Weapon

(Cold) ♦

Recharge

4
  • Attack: 

    Special Close blast 5; +34 vs. Reflex
  • Hit: 

    4d12 + 10 cold damage, and the target gains vulnerable 15 all (save ends) and is knocked prone.
  • Miss: 

    Half damage

Prophecy's Insane Allure

(Fear) ♦

Encounter

  • Attack: 

    Special Close burst 10; +34 vs. Will
  • Hit: 

    the target is dominated until the end of Zenobaal’s next turn.

Unmaking Tail Slam

Recharge

6
  • Attack: 

    Special Close blast 3; +34 vs. Fortitude
  • Hit: 

    2d8 + 10 damage, and ongoing 15 damage (save ends).

Free Actions

Bloodied Breath

Encounter

  • Trigger: 

    when first bloodied
  • Attack: 

    Special ;
  • Effect: 

    Breath weapon recharges, and Zenobaal uses it

Triggered Actions

melee

Wing Slice

At-Will

  • Trigger: 

    when an enemy attacks Zenobaal while flanking him
  • Attack: 

    Special Reach 2; +37 vs. AC
  • Hit: 

    2d12 + 12 damage, and the target is pushed 3 squares and knocked prone

Other Actions

ranged

Glimpse the Truth

(Fear, Psychic) ♦

At-Will

  • Attack: 

    Special Ranged 20; +35 vs. Will
  • Hit: 

    2d8 + 9 psychic damage, and the target is dazed until the end of Zenobaal’s next turn.
  • Skills:

  • Arcana +30
  • Dungeoneering +32
  • History +30
  • Insight +32
  • Nature +32
  • Religion +30
  • Str

    33 (+11)
  • Dex

    20 (+5)
  • Wis

    30 (+10)
  • Con

    30 (+10)
  • Int

    26 (+8)
  • Cha

    28 (+9)

Alignment

Evil

Human Guard

 4

Soldier

  • Medium,
  • Natural,
  • Humanoid
  • (Exalted, Guard)
  • ,Human
  • 175 XP
  • Initiative:

     +6
  • Senses:

     Perception +8, Darkvision,tremorsense 10
  • HP:

     56
  • Bloodied:

     28
  • AC:

     19
  • Fortitude:

     17
  • Reflex:

     16
  • Will:

     15
  • Speed:

     5
  • Immune:

    Acid, Disease

    Resist:

    5 Gaze, 5 Fire
  • Vulnerable:

     +5 Martial, 5 Arcane
  • Saving Throws:

     +0
  • Action points:

     1

Traits

aura

Fear Aura

Aura

2

Tremble with fear

Standard Actions

basic melee

Halberd

(Weapon) ♦

At-Will

  • Attack: 

    Basic Reach 2; +11 vs. AC
  • Hit: 

    1d10 + 3 damage, and the target is marked until the end of the human guard’s next turn
melee

Powerful Strike

(Weapon) ♦

Recharge

5
  • Requirement: 

    Requires halberd
  • Attack: 

    Special reach 2; +11 vs. AC
  • Hit: 

    1d10 + 7 damage, and the target is knocked prone
ranged

Crossbow

(Weapon) ♦

At-Will

  • Attack: 

    Special Ranged 15/30; +10 vs. AC
  • Hit: 

    1d8 + 2 damage

Triggered Actions

melee

New Attack Power

At-Will

  • Attack: 

    Special ; +9 vs. AC
  • Hit: 

    1d10 + 7 damage.
  • Skills:

  • Streetwise +8
  • Acrobatics +4
  • Arcana +2
  • Bluff +3
  • Diplomacy +3
  • Dungeoneering +3
  • Endurance +5
  • Heal +3
  • History +2
  • Insight +3
  • Intimidate +3
  • Nature +3
  • Religion +2
  • Stealth +4
  • Thievery +4
  • Athletics +5
  • Str

    17 (+3)
  • Dex

    15 (+2)
  • Wis

    12 (+1)
  • Con

    16 (+3)
  • Int

    11 (+0)
  • Cha

    13 (+1)

Alignment

Any

Languages

Common, Dwarven

Equipment

Chainmail, Halberd, Crossbow, Crossbow Bolts (20)

Namissi, Blue Exarch of Tiamat, Ancient Blue Dragon

 32

Artillery

  • Gargantuan,
  • Natural,
  • Magical Beast
  • (Dragon)
  • 135000 XP
  • Initiative:

     +23
  • Senses:

     Perception +30, Darkvision
  • HP:

     1184
  • Bloodied:

     592
  • AC:

     46
  • Fortitude:

     46
  • Reflex:

     44
  • Will:

     43
  • Speed:

     10
  • Immune:

    Lightning

    Resist:

    0 Cold, 0 Fire
  • Saving Throws:

     +5
  • Action points:

     2

Traits

aura

Exarch's Presence

(Fear) ♦

Aura

5

enemies within the aura take a -2 penalty to attack rolls and saving throws

Standard Actions

basic melee

Gore

(Lightning) ♦

At-Will

  • Attack: 

    Basic Reach 4; +37 vs. AC
  • Hit: 

    2d8 + 12 damage plus 2d6 lightning damage, and the target is pushed 3 squares and knocked prone
basic melee

Claw

At-Will

  • Attack: 

    Basic Reach 4; +37 vs. AC
  • Hit: 

    2d6 + 12
melee

Draconic Fury

At-Will

  • Attack: 

    Special ;
  • Effect: 

    Namissi makes a gore attack and two claw attacks. If all three attacks hit, Namissi recharges wingclap

Breath Weapon

(Lightning) ♦

Recharge

5
  • Attack: 

    Special Close burst 10; +36 vs. Reflex
  • Hit: 

    4d12 + 22 lightning damage, and the target is dazed (save ends).
  • Miss: 

    Half damage, and the target is dazed until the end of its next turn

Thunderclap

(Thunder) ♦

At-Will

  • Attack: 

    Special Close burst 3; +36 vs. Fortitude
  • Hit: 

    2d10 + 10 As above, except that the target is stunned (save ends)

Move Actions

melee

Wingclap

Encounter

  • Attack: 

    Special Namissi flies up to 12 squares and attacks with his wings at the end of his move: reach 4, two targets; +36 vs. Fortitude
  • Hit: 

    3d10 + 10 thunder damage. This movement does not provoke opportunity attacks

Minor Actions

Faith of Tiamat

At-Will

  • Requirement: 

    usable only while bloodied
  • Attack: 

    Special ;
  • Hit: 

    6d8 + 13
  • Effect: 

    Namissi’s next successful attack that deals lightning damage instead deals acid, cold, fire, or poison damage (his choice).

Free Actions

Bloodied Breath

(Lightning) ♦

Encounter

  • Trigger: 

    when first bloodied
  • Attack: 

    Special ;
  • Effect: 

    Namissi’s breath weapon recharges, and he uses it.

Triggered Actions

area

Exarch's Shield

(Lightning) ♦

Encounter

  • Trigger: 

    when hit by a ranged or area attack
  • Attack: 

    Special Area burst 4 within 20; +36 vs. Reflex
  • Hit: 

    4d6 lightning damage, and ongoing 10 lightning damage (save ends).
  • Miss: 

    Half damage
  • Skills:

  • Athletics +32
  • Insight +30
  • Intimidate +25
  • Str

    35 (+12)
  • Dex

    25 (+7)
  • Wis

    29 (+9)
  • Con

    32 (+11)
  • Int

    31 (+10)
  • Cha

    18 (+4)

Alignment

Evil

Bonepile Hobgoblin Skeleton

 1

None

  • Medium,
  • Natural,
  • Animate
  • (Undead)
  • 25 XP
  • Initiative:

     +3
  • Senses:

     Perception +7, Darkvision
  • HP:

     1
  • Bloodied:

     0
  • AC:

     15
  • Fortitude:

     12
  • Reflex:

     14
  • Will:

     13
  • Speed:

     6
  • Immune:

    Disease, Poison

    Resist:

    5 Necrotic
  • Saving Throws:

     +0
  • Action points:

     0

Standard Actions

basic melee

Claw

At-Will

  • Attack: 

    Basic ; +11 vs. AC
  • Hit: 

    5 damage
  • Str

    13 (+1)
  • Dex

    17 (+3)
  • Wis

    14 (+2)
  • Con

    13 (+1)
  • Int

    3 (+-4)
  • Cha

    3 (+-4)

Alignment

Unaligned

Arcane Ballista

 6

Artillery

  • Large,
  • Natural,
  • Animate
  • (Construct)
  • 250 XP
  • Initiative:

     +8
  • Senses:

     Perception +5, low-light vision
  • HP:

     57
  • Bloodied:

     28
  • AC:

     18
  • Fortitude:

     17
  • Reflex:

     18
  • Will:

     15
  • Speed:

     6
  • Immune:

    Charm, Disease, Fear, Poison, Sleep

    Resist:

    5 to
  • Saving Throws:

     +0
  • Action points:

     0

Standard Actions

basic melee

Slam

At-Will

  • Attack: 

    Basic ; +13 vs. AC
  • Hit: 

    1d6 + 4 damage
ranged melee

Lightning Shot

(Lightning) ♦

At-Will

  • Attack: 

    Basic Ranged 20; +11 vs. Reflex
  • Hit: 

    1d10 + 5 lightning damage
area

Lightning Burst

(Lightning) ♦

At-Will

  • Attack: 

    Special Area burst 2 within 20; +9 vs. Reflex
  • Hit: 

    1d10 + 5 lightning damage
  • Str

    19 (+4)
  • Dex

    20 (+5)
  • Wis

    14 (+2)
  • Con

    15 (+2)
  • Int

    3 (+-4)
  • Cha

    6 (+-2)

Alignment

Unaligned

Dragon of Tyr

 33

Controller

  • Gargantuan,
  • Natural,
  • Magical Beast
  • (Dragon)
  • 155000 XP
  • Initiative:

     +0
  • Senses:

     Perception +25, Darkvision
  • HP:

     1216
  • Bloodied:

     608
  • AC:

     47
  • Fortitude:

     46
  • Reflex:

     43
  • Will:

     47
  • Speed:

     10
  • Saving Throws:

     +5
  • Action points:

     2

Traits

Dragon's Actions

The Dragon does not roll initiative. It has set initiative counts of 20, 30, and 40, and it takes a turn on each count. It cannot delay or ready actions.

Standard Actions

basic melee

Claw

At-Will

  • Attack: 

    Basic Melee 4; +38 vs. AC
  • Hit: 

    6d8 + 14 damage, and the target loses all necrotic and psychic resistance (save ends).
melee

Crippling Bite

At-Will

  • Attack: 

    Special Melee 4; +38 vs. AC
  • Hit: 

    6d10 + 8 damage, and the target is immobilized (save ends).
close burst

Dragon's Defiling

(Necrotic) ♦

At-Will

  • Attack: 

    Special Close burst 5; +36 vs. Fortitude
  • Hit: 

    4d10 + 9 necrotic damage.
close blast

Raking Claws

At-Will

  • Attack: 

    Special Close blast 4; +38 vs. AC
  • Hit: 

    4d8 + 13 damage, and the Dragon slides the target 2 squares.
ranged

Defiling Death

(Necrotic) ♦

Recharge

when the Dragon hits with Dragon’s defiling
  • Attack: 

    Special Ranged 10; +37 vs. Fortitude
  • Hit: 

    6d10 + 10 necrotic damage, and ongoing 20 necrotic damage (save ends).
close blast

Breath of Shredding Sand

Encounter

  • Requirement: 

    The Dragon must be bloodied.
  • Attack: 

    Special Close blast 20; +37 vs. Reflex
  • Hit: 

    6d10 + 8 damage.
  • Miss: 

    Half damage.
close burst

Telekinetic Pulse

(Force) ♦

Encounter

  • Attack: 

    Special Close burst 5; +37 vs. Fortitude
  • Hit: 

    6d10 + 8 force damage, and the Dragon pushes the target 5 squares and knocks it prone.
  • Miss: 

    Half damage, and the Dragon pushes the target 3 squares.

Move Actions

Psionic Uplift

At-Will

  • Attack: 

    Special ;
  • Effect: 

    The Dragon pushes each enemy adjacent to it 2 squares and then the Dragon flies its speed + 2.

Free Actions

close burst

Bloodied Pulse

Encounter

  • Trigger: 

    The Dragon is first bloodied.
  • Attack: 

    Special ;
  • Effect: 

    Telekinetic pulse recharges, and the Dragon uses it.

Triggered Actions

melee

Lashing Tail

At-Will

  • Trigger: 

    An enemy ends its movement within 4 squares of the Dragon.
  • Attack: 

    Special Melee 4; +37 vs. Reflex
  • Hit: 

    6d8 + 14 damage, and the target falls prone.
  • Str

    29 (+9)
  • Dex

    28 (+9)
  • Wis

    28 (+9)
  • Con

    32 (+11)
  • Int

    23 (+6)
  • Cha

    35 (+12)

Alignment

Chaotic Evil