Shadowmire
Huge natural magical beast (aquatic, dragon)
Level 19 Solo Lurker XP 12000
| HP 712; Bloodied 356 | Initiative +20 |
| AC 33, Fortitude 31, Reflex 32, Will 29 | Perception+17 |
| Speed 8 (swamp walk), fly 8, swim 8 | Darkvision |
| Resist 15 acid | |
| Saving Throws +5; Action Points 2 | |
Traits
☼ Acidic Blood (acid) ✦ Aura 1
While Shadowmire is bloodied, each enemy in the aura takes 10 acid damage whenever Shadowmire takes damage from an attack.
Action Recovery
Whenever Shadowmire ends his turn, any dazing, stunning, or dominating effect on him ends.
Aquatic
Shadowmire can breathe underwater. In aquatic combat, he gains a +2 bonus to attack rolls against nonaquatic creatures.
Instinctive Devouring
On an initiative of 10 + his initiative check, Shadowmire can use a free action to charge or to use bite. If he cannot use a free action to make this attack due to a dominating or stunning effect, then that effect ends instead of him making the attack.
Standard Actions
(⚔) Bite (acid) ✦ At-Will
Attack: Melee 3 (one creature); +24 vs. AC
Hit: 2d8 + 8 damage, and ongoing 10 acid damage (save ends).
Miss: Half damage.
⚔ Claw ✦ At-Will
Attack: Melee 3 (one or two creatures); +24 vs. AC
Hit: 3d10 + 12 damage, and Shadowmire pulls the target up to 2 squares.
ᗕ Breath Weapon (acid) ✦ Recharge ⚄ ⚅
Attack: Close blast 5 (creatures in the blast); +22 vs. Reflex
Hit: 2d10 + 4 acid damage, and ongoing 15 acid damage (save ends).
Miss: Half damage, and ongoing 10 acid damage (save ends).
ᗕ Swamp Simulacrum (acid, conjuration, illusion) ✦ Recharge when first bloodied
Effect: Shadowmire becomes invisible until the start of his next turn. Additionally, he conjures two Huge duplicates of himself, which occupy different unoccupied spaces within 10 squares of him. The duplicates last until the end of the encounter or until they are destroyed. When Shadowmire takes a move action, he can move each duplicate up to 8 squares. The duplicates can be attacked. Each one has 1 hit point (a duplicate takes no damage on a miss), acid immunity, and the same defenses as Shadowmire. When a duplicate drops to 0 hit points, Shadowmire makes the following attack centered on the duplicate. He can take a standard action to reduce a single duplicate to 0 hit points.
Attack (No Action): Close burst 2 (creatures in the burst); +22 vs. Reflex
Hit: 4d10 + 5 acid damage.
Miss: Half damage.
Triggered Actions
⚔ Tail Sweep ✦ At-Will
Trigger: An enemy misses Shadowmire with a melee attack.
Attack (Immediate Reaction): Melee 4 (the triggering enemy); +22 vs. Reflex
Hit: 3d8 + 15 damage, and the target falls prone. In addition, each enemy adjacent to the target takes 10 damage.
Bloodied Breath ✦ Encounter
Trigger: Shadowmire is first bloodied.
Effect (Free Action): Breath weapon recharges, and Shadowmire uses it.
Skills Intimidate +16, Nature +17, Stealth +21
Str 22 (+15) Dex 25 (+16) Wis 17 (+12)
Con 18 (+13) Int 16 (+12) Cha 14 (+11)
Alignment Evil Languages Common, Draconic
Published in Monster Vault: Threats to the Nentir Vale, page(s) 98.