Large Monstrosity, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 237 (25d10 + 100)
Speed 30 ft., Fly 80 ft.
STR
20 (+5)
DEX
12 (+1)
CON
19 (+4)
INT
8 (-1)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws STR +9, CON +8
Skills Perception +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Deafened
Senses Darkvision 60 ft., Passive Perception 19
Languages Understands Draconic but can't speak it
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (2/Day). If the chimera fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The chimera makes four attacks: one with its bite, one with its horns, and two with its claws. 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: 13 (2d6 + 4) slashing damage.

Fire Breath (Recharge 5–6). The dragon head exhales fire in a 20-­-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.

Reactions

Sentinel Bite. Creatures provoke opportunity attacks from the Chimera Nest Mother even if they take the Disengage action before leaving its reach. The chimera may make a single bite attack and, if it hits, the creature does not move and its speed drops to 0 until the start of its next turn.

Legendary Actions

The Chimera Nest Mother can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The chimera regains spent legendary actions at the start of her turn.

Tail Swipe. The Chimera swipes its tail around in an arc around it, with a radius of 10-foot. Each creature in that area must make a DC 15 Dexterity saving throw, taking 18 (5d6) bludgeoning damage on a failed save. Creatures that fail this save are knocked prone. Creatures that make a successful save take no damage. 

Dischordant Roar. A deafening roar emits from all three of the Chimera's heads, creating a dischordant, terrible noise. Enemy creatures within 30ft of the Chimera must make a DC 15 Constitution saving throw, or take 12 (3d6) psychic damage and be stunned until the end of the Chimera's next turn.

 

Description

A 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 fiery breath before landing to attack.

Habitat: GrasslandHillMountainUnderdark

djeglin

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