Calastryx's turn (not one of her heads, mind you) cycles just like the players. So, if she uses the zone power on Initiative count 30, it lasts all the way around until the end of Initiative count 10 on the following turn.
I'm not sure that makes sense.
'Action Recovery' refers to Calastryx taking turn
s. 'Multiple Heads' refer to her getting a full
turn 3 times per round (at counts 30, 20, 10). Against that background, I don't see how you could possibly interpret Calastryx's stat block the way you have.
Yes, I know you designed her
And this post is probably evidence that I have sunk too deep into the RAW crowd.
If the end of Calastryx's next turn after Round 1 Initiative 30 (R1In30) is Round 2 Initiative 10 (R2In10), then the logical extension of that is that:
- She hasn't taken any turns at all in between (meaning that R1In20 and R1In10 etc aren't turns for her and she can't act); or
- Calastryx's turn in fact lasts from R1In30 to R1In10.
If the latter, then Calastryx's turn would encompass all of the other turns that fall between. That does really weird things to the rules, such as:
- leader bonuses that last until the end of the target's next turn being triggered twice if the ally is between count 30 and 10 (once on the ally's first turn, and then again the next round because Calastryx's 'next turn' hasn't ended yet);
- Calastryx not getting to make OAs against any PCs that act between initiative 30 and 10 (because it's still her turn); and
- Calastryx's Action Recovery would only activate once per round.
The only way I can really see this working as written is if each turn is considered a full turn for the purposes of breath weapon duration. If the intention is for the breath weapon to last a full round, then the power should probably say something like "
a zone that lasts until the end of the same initiative count in the next round" or similar.
And having said all that: Nice monster!