Big Chook
Level 10 Solo Gargantuan Nightmare Dragon
M60/hero
Mind Melt.
Heroes roll a WIL save with Disadvantage instead of Initiative. If you roll less than 15, Frightened until you damage Big Chook.
After each hero's turn, choose 1:
- •Hunt.
Swim 8, then 1d12+10. On hit: Grabbed.
- •Rip & Tear.
(Grabbed target) 2d12+20. On hit, 1 wound.
- •Shriek.
(AoE 12) DC 15 WIL save or take 4d12 Psychic (ignores armor, halved on success) and be Frightened.
BLOODIED:
Nightmare Aura. Attacks against Big Chook have Disadvantage 2. Damage suppresses this effect until the end of the next hero’s turn.
LAST STAND:
Big Chook is dying! 100 more damage and it dies (for now). It loses its Nightmare Aura, instead gaining Nightmare Form. Big Chook's attacks have advantage and ignore armor (Psychic).
As Big Chook is damaged, it's form turns