Yeah solos really do need something to deal with conditions. Dealing with marks as I said before is less critical though still helpful, and I would certainly be careful about allowing the solo to just ignore marks, I still think either shaking it off at end of turn, or else with a save, is a better bet. That way, the main actions during the solo's turn are still impacted by the mark, but the monster has a chance to still have its out of turn attacks unaffected. Ironically, its less of a deal with Calystrx since her extra actions come primarily from her multiple initiatives rather than having a lot of triggered actions (like the beholder for instance).
As for Cal herself, I will definitely be using her in the "near" future. Actually, I'm thinking of having her first encounter the party out the open (away from her lair) and when they bloody her, the 4th head pops out, she novas for a round, and then flies back to the safety of her lair -- leaving her to be encountered later but now with 4 heads for the entire fight. For that second fight I'll likely grow her up another size category as well and level her up X levels (X being dependent upon when the party gets to tracking her down). Nothing like letting the party know they just made a future fight that much harder.
As for Cal herself, I will definitely be using her in the "near" future. Actually, I'm thinking of having her first encounter the party out the open (away from her lair) and when they bloody her, the 4th head pops out, she novas for a round, and then flies back to the safety of her lair -- leaving her to be encountered later but now with 4 heads for the entire fight. For that second fight I'll likely grow her up another size category as well and level her up X levels (X being dependent upon when the party gets to tracking her down). Nothing like letting the party know they just made a future fight that much harder.
