Multiple Heads. The chimera has three heads, and has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
The chimera has advantage on Wisdom (Perception) checks that rely on sight, smell, or hearing.
Reactive Heads. The chimera gets two additional reactions that can only be used for opportunity attacks, and they each use a different attack, and cannot use its breath weapon as a reaction.
Wakeful. While the chimera sleeps, at least one of its heads is awake.
Multiattack. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its lightning breath is available, it can use the breath in place of its bite or horns.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Horns. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Lightning Breath (Recharge 5–6). The dragon head exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 28 (5d10) lightning damage on a failed save, or half as much damage on a successful one.
Description
A blue chimera is a vile combination of goat, lion, and dragon, and features the heads of all three of those creatures. It likes to swoop down from the sky and engulf prey with its electrical breath before landing to attack. They usually can be found underground in sandy caves that they burrowed with their claws. Some of the straight tunnels were carved out with their lightning breath, leaving the tunnel glassy and smooth.
Chimeras were created after mortals summoned Demogorgon to the world. The Prince of Demons, unimpressed with the creatures that surrounded it, transformed them into horrific, multi-headed monstrosities. This act gave rise to the first chimeras.
A cousin to the standard chimera, blue chimeras are the result of monstrous experimentation from an evil dragonborn sorcerer living deep in the desert. As a result, they are stronger, faster, and smarter than their cousins. The blue chimeras were released into the wild by their creator to sow chaos, and they can be found anywhere, but they prefer their desert home.
Gifted with demonic cruelty, a chimera serves as a grim reminder of what happens when demon princes find their way to the Material Plane. A typical specimen has the hindquarters of a large goat, the forequarters of a lion, and the leathery wings of a dragon, along with the heads of all three of those creatures. The monster likes to surprise its victims, swooping down from the sky and engulfing prey with its fiery breath before landing.
Conflicted Creature. A chimera combines the worst aspects of its three parts. Its dragon head drives it to raid, plunder, and accumulate a great hoard. Its leonine nature compels it to hunt and kill powerful creatures that threaten its territory. Its goat head grants it a vicious, stubborn streak that compels it to fight to the death.
These three aspects drive a chimera to stake out a territory that is as large as 10 miles wide. It preys on wild game, viewing more powerful creatures as rivals to be humiliated and defeated. Its greatest rivals are dragons, griffons, manticores, perytons, and wyverns.
When it hunts, the chimera looks for easy ways to amuse itself. It enjoys the fear and suffering of weaker creatures. The monster often toys with its prey, breaking off an attack prematurely and leaving a creature wounded and terrified before returning to finish it off.
Servant of Evil. Though chimeras are far from the most cunning creature, their draconic ego makes them susceptible to flattery and gifts. If offered food and treasure, a chimera might spare a traveler. A villain can lure a chimera into service by keeping it well fed and its treasure hoard well stocked.
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