Charge. If the chimera moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 6 (1d12) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Wakeful. When two of the chimera's heads are asleep, its other head is awake.
Sure-Footed. The chimera has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Three Heads. The chimera has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. In addition, this applies to checks that rely on smell.
Multiattack. The chimera makes three attacks: one with its ram, one with its bite, and one with its claws. When its fire breath is available, it can instead use its fire breath and make one attack with its claws.
Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
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.
Reactive Heads. Each Hydra head gets a reaction. This only applies to opportunity attacks.
Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.
Detect: The dragon makes a Wisdom (Perception) check.
Claw Attack: The dragon makes a tail Attack.
Swift Fly (2 actions): Chimera can fly upto half of its flying speed without provoking oppurtunity attacks. Before it flies away it flaps it's wings and every creature within 10 ft radius around the Chimera must make a DC 16 Dexterity saving throw or take 12 (2d6 + 7) bludgeoning damage and knocked prone. Half damage on successful save and not knocked prone.
Description
The corrupted chimera is a vile combination of goat, lion, and dragon, and features the heads of all three of those creatures. Hailing from the mind of the demon prince, Graz'zt, this abomination of nature relentlessly hunts its prey as if it were a game. Preferring to swoop down from the sky and engulf prey with its fiery breath before landing to attack and ram, before raining fire from the heavens once again.
Lair and Lair Actions
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