Many heads.The aberrant chimera has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Damage Resistances. Fire.
Damage Immunities. Poison.
Condition Immunities. Poisoned. Grappled by non-magical means
Multiattack. The chimera makes four attacks: one with its bite, one with its horns, one with its claws, and one with its tail. When its fire breath is available, it can use the breath in place of its bite or horns.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Tail. Melee Weapon Attack: + 7 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) piercing with an additional 1d6 poison damage on a failed DC15 constitution saving throw.
Fire Breath (Recharge 5–6). The dragon head exhales fire in a 15--foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.
Description
A normal chimera is a vile combination of goat, lion, and dragon, and features the heads of all three of those creatures. This aberrant chimera has been tainted by the Abyss, it's features mutating into a yet more monstrous versions of the creatures that make up this horrifying hybrid.
This aberration also manifests in the tail, which sprouts additional spines or a stinger dripping with poison, or sometimes even a small demonic face that can strike out with a venomous bite.
Like its less aberrant cousin, it strikes from the sky, scorching all before it with its fiery breath. Unlike an untainted chimera, though, it regularly kills for sport and chaos.
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