Tiny Monstrosity, Neutral
Armor Class 12 Natural Armor
Hit Points 18 (3d6 + 6)
Speed
STR
5 (-3)
DEX
15 (+2)
CON
14 (+2)
INT
4 (-3)
WIS
17 (+3)
CHA
8 (-1)
Skills Perception +7
Senses Blindsight 15 ft., Darkvision 30 ft., Passive Perception 17
Languages Common Understands, not speak.
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Every Sense Sharp. The Chiminimera gets a bonus to its initiative rolls equal to its Wisdom modifier.

Three Heads. The Chiminimera has advantage on Wisdom (Perception) checks that rely on sight, hearing or smell and on saving throws against being blinded and deafened.

Actions

Multiattack. The Chiminimera makes two attacks: one with its bite, and one with its sting. When its acid breath is available, it can use the breath in place of its bite.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) piercing damage.

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.

Acid Breath (Recharge 5-6). The snake head exhales acid in a 10-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

One part cuteness, three parts death. The Chiminimera lives close to running streams and shallow ponds where it hunts for prey like frogs, fish and small mammals. Being as vicious as its bigger cousin, this little critter was observed to even overpower significantly larger animals with frightening efficiency, seemingly just for its own amusement. Most predators know the wicked character of the Chiminimera and are wise enough to leave it alone.

Evil casters, however, are almost irresistibly attracted to the sheer ferocity of this intriguing creature. Fragile, but blessed with an unmatched agility and equipped with the sight of a mantis, the Chiminimera seems to be nearly impossible to surprise, let alone to catch.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

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