Huge Monstrosity, Neutral Evil
Armor Class 21 Natural Armor
Hit Points 579 (18d10 + 72)
Speed 80 ft., Fly 100 ft.
STR
24 (+7)
DEX
18 (+4)
CON
18 (+4)
INT
14 (+2)
WIS
16 (+3)
CHA
26 (+8)
Saving Throws STR +15, WIS +11, CHA +16
Skills Arcana +30, Athletics +28, Intimidation +21, Perception +23, Stealth +22, Survival +19
Damage Vulnerabilities Slashing from a Vorpal Sword
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Necrotic, Radiant
Condition Immunities Exhaustion, Frightened, Petrified
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 18
Languages understands Common, Celestial, Draconic, Elvish, and Infernal but speaks with Telepathy only
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Cosmic Hunt (Recharges after a Short or Long Rest). When the chimera would be reduced to 0 hit points while it has at least one head, its current hit point total instead resets to 289 hit points, it regrows all of its missing heads, it recharges its Breath Weapon, it regains any expended uses of Legendary Resistance, and it gains 2 additional uses of its legendary actions. Additionally, the chimera can now use the options in the “Mythic Actions” and gains the abilities of its "Mythic Traits" section for 1 hour. Award a party an additional 155,000 XP for defeating the Aeorian Chimera after its Cosmic Hunt activates.

Bane of Magic. The chimera has advantage on saving throws against spells and other magical effects, which automatically succeed against any Evocation, Enchantment, and Necromancy spells that targets only the chimera (not an area). If the chimera’s saving throw is successful or a spell attack misses it, an additional effect might occur, as determined by rolling a d6:

1–2. If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the chimera, it has no effect on the chimera and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster. If the spell hits the caster, it is a critical hit.

3–4. The chimera regains hit points equal to the damage of the spell instead of taking damage.

5–6. The chimera's fur converts some of the spell’s energy into a burst of destructive force. Each creature within 30 feet of the chimera must make a DC 18 Constitution saving throw, taking 3d6 force damage per level of the spell on a failed save, or half as much damage on a successful one.

Mage Killer. The chimera knows the location of every spellcaster, active spell, and magic item within 120 feet of itself. When the chimera deals damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. When a creature within 60 feet of the chimera casts a spell, the chimera can use its reaction to make a Mind Bolt attack with advantage against that creature.

Five Heads. The chimera has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, stunned, and knocked unconscious. In addition, the chimera can make five reactions. Each head provides the chimera with different abilities, and destroying a head deprives the chimera of those abilities, one head attack type, and one reaction. When all of the chimera's heads are destroyed, it dies. 

At the end of its turn, the chimera regrows any lost heads that died since its last turn, unless it has taken damage from a critical hit since its last turn. The chimera regains 30 (3d20) hit points for each head regrown this way.

The chimera has the following heads:

  • Plains Creature. The chimera has a Bull head, gaining resistance to cold and fire damage while granting the Bull Horns head attack (already included). Dealing 45 Piercing damage to the chimera in a single turn will kill this head.
  • Coast Creature. The chimera has a Shark head, gaining a swimming speed equal to its walking speed and can breathe air and water while granting the Shark Bite head attack. Dealing 35 lighting damage to the chimera in a single turn will kill this head.
  • Mountain Creature. The chimera has the head of a Cockatrice, preventing it from provoking opportunity attacks when it flies out of an enemy’s reach while granting the Cockatrice Beak head attack. Dealing 50 Slashing damage to the chimera in a single turn will kill this head.
  • Swamp Creature. The chimera has the head of a Giant Spider, gaining a climbing speed equal to its walking speed and it can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. In addition, it gains Darkvision in a radius of 120 ft. and Blindsight in a radius of 60 ft. (already included). Dealing 50 Bludgeoning damage to the chimera in a single turn will kill this head.
  • Aeorian Hunter. The chimera has the head of an Aeorian Absorber with a unicorn horn. It's anti-magic abilities prevent critical hits from spells and magic weapons from harming the chimera, dealing a quarter of the damage instead. It also grants the Unicorn Horn head attack. Dealing 60 damage from spells And/or magic weapons to the chimera in a single turn will kill this head.

Maul. If the chimera moves at least 20 feet straight toward a creature and then hits its claws attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the chimera attacks a target that is prone, the chimera can make three Bites attack against it as a bonus action.

Aeorian Hunter Tactics. The chimera has advantage on an attack roll against a creature if at least one of the chimera's allies is within 5 feet of the creature and the ally isn’t incapacitated. If the ally is an Aeorian Absorber, an Aeorian Nullifier, and/or an Aeorian Reverser, the chimera can have the Aeorian ally use its reaction to make an attack against that creature for every two attacks that the chimera made against that creature.

Horrid Gnashing. The Chimera's mouths gnash incoherently while it can see any enemies. Each non-Aeorian Hunter creature that starts its turn within 30 feet of the Chimera and can hear it must make a DC 18 Wisdom saving throw. Unless the save succeeds, the creature rolls a d8 to determine what it does during the current turn:

1–4: The creature is stunned until the end of the turn.

5–6: The creature is frightened until the end of the turn and uses its movement to get as far as possible from the chimera.

7–8: The creature doesn’t move, and it uses its action to make one melee attack against a random creature (other than itself) if one is within reach. It otherwise does nothing.

Legendary Resistance (3/Day). If the Chimera fails a saving throw, it can choose to succeed instead.

Innate Spellcasting. The Chimera's innate spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells, requiring no material components:

At will: counterspell (see “Reactions” below), detect magic, dispel magic (5th level), see invisibility, Shield, Absorb Elements (see “Reactions” below), Detect Evil and Good, Intellect Fortress, Hunter's Mark, Mind Spike (4th level), Telepathic Bond, Locate Creature

3/day: antimagic field, Death Ward, Circle of Power, Fizban's Platinum Shield, Investiture of Stone

1/day: Antipathy/Sympathy

Mythic Traits (Only come into effect after activating Cosmic Hunt).

  • Breath of Terror. The chimera constantly exhales maddening mist within 30 ft. of itself, causing it to be slightly obscured which imposes disadvantage with ranged attacks against the chimera outside of a range of 50 ft. of it. A creature that enters the mist or starts it turn in its radius must make a DC 13 Wisdom saving throw. On a failed save, the creature is subjected to Short-term madness, using the an effect from the Short-Term Madness table.
  • Planar Hunter. The chimera is aware of all celestials, elementals, fiends, and fey within 120 ft. of it. Whenever the chimera attacks one of the aforementioned creature types or a creature that used a spell, magical effect, and/or magic item to summon one of the aforementioned creatures, it can land a critical hit with 14-20 on that creature.
  • Blighted Blood. A creature that lands a critical hit against the chimera is splattered with is magically blighted blood, contracting an accelerated strain of the Arcane Blight. This magical disease transforms the humanoid into a nothic, but only after the victim experiences hallucinations and feelings of isolation and paranoia. Other symptoms include clammy skin, hair loss, and myopia (nearsightedness). 
    • A player character infected with the arcane blight gains the following flaw: “I don’t trust anyone.” This flaw, which supersedes any conflicting flaw, is fed by delusions that are difficult for the character to distinguish from reality. Common delusions include the belief that that allies are conspiring to steal the victim’s riches or otherwise turn against the victim.
    • An infected creature must make a DC 19 Constitution saving throw at the start of each of its turns. On a successful save, the DC for future saves against the arcane blight drops by 1d6. If the saving throw DC drops to 0, the creature overcomes the arcane blight and becomes immune to the effect of further exposure. On a failed save, the DC for future saves against the arcane blight increases by 1d4. A creature that fails three of these saving throws transforms into a nothic under the chimera's control. Its initiative count does not change. Only a wish spell or divine intervention can undo this transformation. A greater restoration spell or similar magic ends the infection on the target, removing the flaw and all other symptoms, but this magic doesn’t protect the target against further exposure.

  • Destabilized Reality. The chimera's anti-magical bloodlust and rage has destabilized the natural barriers between the planes of existence, causing up to four rifts of destruction to appear at random locations within 120 ft. of the chimera every 5 minutes, the number of summoned rifts determined by rolling a d4. Theses rifts cover a 10 ft. radius and act like spheres of annihilation[magicitem] under the chimera's control as if it had a [magicitem]Talisman of the Sphere. If the rifts collide with one another, they combine into a new rift at double the size. Control over the rifts can be contested like contesting control over a sphere of annihilation, using the chimera's Charisma score instead of its Intelligence. These rifts last for 10 minutes and there can only be at most four rifts at one time.
  • Innate Spellcasting. The chimera gains the following spells for its innate spellcasting: Gravity Sinkhole, Ravenous Void, Temporal Shunt, Time Stop
Actions

Multiattack. The chimera makes nine attacks: three with its Bites, Amorphous Tail, or Mind Bolt, four with its claws, and two with its head attack. When its breath weapon is available, it can use the breath in place of its head or its claws. The chimera can swap out an attack action to cast a spell in its place, so long as said spell inflicts no initial damage.

Bites. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 10 (1d10 + 7) piercing damage plus 9 (1d12) force damage per remaining head.

Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 7) slashing damage plus 3 (3d6) force damage.

Amorphous Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 21 (2d6 + 7) bludgeoning damage. The chimera's tail can transform into different tail weapons at random. The chimera rolls a d4 when making this attack, and a different effect occurs depending on the roll:

  1. Venomous Tail. The end of the chimera’s tail transforms into a snake’s head or a stinger, which deals piercing damage instead of bludgeoning damage. In addition, when the chimera hits a creature with its tail, the creature must succeed on a DC 18 Constitution saving throw or become poisoned for 1 minute. A poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  2. Perplexing Tail. The chimera's tail transforms into an additional head, determined by rolling a d4 and comparing the result to the Head attack rolls, then it makes a Head attack instead of a Amorphous Tail attack.
  3. Shark Tail. The chimera’s tail transforms into a large fin. When the chimera hits a creature with its tail, the creature is also pushed up to 20 feet away and knocked prone.
  4. Constricting Tail. The chimera’s tail transforms into a Constrictor Snake tail that can constrict prey. If the chimera hits a creature with its tail, the target is grappled (escape DC 20) if it is Large or smaller. Until this grapple ends, the target is restrained, and the chimera can’t use its tail on another target. Each time the restrained creature fails the saving throat to escape the grappled condition, it takes 12 (3d6) bludgeoning damage.

Head. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (1d12 + 7) piercing damage. The head that attacks is determined by a d4, applying the appropriate effect for head that attacked:

  1. Bull Horns. If the chimera moves at least 20 feet straight toward a target and then hits it with a head attack on the same turn, the target takes an extra 12 (4d6) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
  2. Shark Bite. The chimera has advantage on a head attack roll against any creature that doesn’t have all its hit points and regains hit points equal to half of the damage dealt by the attack.
  3. Unicorn Horn. The chimera’s head attack is magical and deals an extra 11 (3d8) radiant damage, forcing the hit creature to make a DC 17 Wisdom saving throw. On a failed save, the creature is blinded until the end of its next turn.
  4. Cockatrice Beak. A creature hit by the chimera’s head attack must succeed on a DC 17 Constitution saving throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.

Mind Bolt. Ranged Spell Attack: +11 to hit, range 120 ft., one creature. Hit: 22 (4d10) psychic damage. A creature that uses its reaction to reduce the damage of this attack is stunned until the end of its next turn.

Breath Weapon (Recharge 5-6). The chimera can use one of each of the following breath weapons:

Magma Breath. The chimera exhales molten rock in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 52 (5d12) fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also restrained by the hardening rock. A creature can make a DC 16 Strength (Athletics) check as an action, freeing itself or a creature within reach from the rock on a success. The rock has AC 18 and 35 hit points, it is vulnerable to bludgeoning and cold damage, and it is immune to fire, poison, and psychic damage. Creatures that take damage from this breath weapon are set ablaze, taking 1d12 fire damage at the start of each its turns. A creature can use its action to put out the flames, or receive the help action from another creature to put out the flames.

Antimagic Breath. The chimera emits a magic wave in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 49 (6d12) force damage on a failed save, or half as much damage on a successful one. Every spell of 6th level or lower ends on creatures and objects of the chimera's choice in that area.

Chimeric Rage Breath. The chimera rolls a d4, then exhales one of the following breath weapons. Each creature in that area must make a DC 21 Dexterity saving throw, suffering the effects of the rolled breath weapon on a failed save, and taking half damage on a successful one:

  1. Lightning Breath. The chimera exhales lightning in a 60-foot line that is 10 feet wide. Each creature in that line that fails the saving throw takes 40 (8d8) lightning damage and is paralyzed until the end of the chimera's next turn. While a creature is paralyzed in this way, the creature takes 10 (5d4) lightning damage at the end of each turn that ends that is not the chimera's turn.
  2. Tidal Wave Breath. The chimera has an aquatic creature’s head that exhales a torrent of acidic water in a 60-foot line that is 10 feet wide. Each creature in the line that fails the saving throw takes 37 (5d10) acid damage and is knocked prone. On a successful save, it isn’t knocked prone. Creatures that take damage from this breath weapon have their armor and shields magically corroded by the acid, removing any bonus AC from armor and shield until the end of the chimera's next turn.
  3. Venom Spray. The chimera has a venomous creature’s head that exhales a spray of poison in a 30-foot cone. The Dexterity saving throw is replaced by a Constitution saving throw of the same DC. Each creature in that area that fails the saving throw is poisoned for 5 minutes. While poisoned in this way, a target takes 35 (10d6) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A target that fails the repeated saving throw takes 10 (5d4) poison damage.
  4. Necrotic Breath. The chimera exhales necrotic energy in a 30-foot cone. The Dexterity saving throw is replaced by a Constitution saving throw of the same DC. Each creature in that area that fails the saving throw takes 37 (9d8) necrotic damage and is unable to regain hit points until the end of its next turn. A humanoid creature that has its hit points reduced to 0 by this breath weapon is killed, then raised as a Greater Zombie at the beginning of the chimera's next turn. The Greater Zombies take their turn's immediately after the chimera in the initiative order and have a +15 to their attack and damage rolls.
Bonus Actions

Hyper-Aggressive. The chimera can move up to its speed toward a hostile creature that it can see and use it Multiattack feature against a hostile creature if the chimera ends its movement within 10 ft. of a hostile creature.

Magic Stalker. The chimera emits a pulse of energy that helps it better locate its magical quarry. Each creature within 120 feet of the chimera that has the ability to cast spells must succeed on a DC 19 Wisdom saving throw or be mystically marked by the chimera for 7 days. While marked, a creature can’t become hidden from the chimera and gains no benefit from the invisible condition against the chimera. Additionally, while a marked creature is on the same plane of existence as the chimera, it is under the effect of the Locate Creature spell.

Feeding Frenzy. The chimera can make two Bites attacks against a creature that has less than its maximum hit points, and can make an additional three Bites attacks against a creature with less than half its maximum hit points. The chimera can only use this bonus action as long as the Giant Shark head is alive.

Terrible Eyes. The chimera can use any of the effects of the Eyebite spell on creatures it can see within 60 ft. of it (spell save DC 18), targeting creatures up to the number of heads it currently has. The chimera can only use this bonus action so long as the giant spider head is alive.

Detect Terror. The chimera can cast the Detect Thoughts spell on a creature within 60 ft. of it that is frightened of the chimera. That Chimera can only use this bonus action so long as the giant spider head is alive.

To the Skies. The chimera can cast the investiture of wind spell on at most three non-hostile creatures of its choice within 60 ft. of it without needing to maintain concentration. The chimera can only use this bonus action as long as the cockatrice head is alive.

Reactions

Absorb Elements. When the chimera takes fire, cold, lightning, thunder, or acid damage, the chimera takes only half of that damage and gains resistance to that damage until the end of its next turn. The next Claws and/or Bites attack made by the chimera after using this reaction does and additional 4d6 damage of that damage type.

Tail Ray. When the chimera takes damage from a spell, the chimera takes only half the triggering damage. If the spellcaster is within 80 feet of the chimera, the chimera can force the caster to make a DC 19 Dexterity saving throw. Unless the save succeeds, the caster takes the other half of the damage.

Counterspell. The chimera attempts to interrupt a creature that it can see within 60 feet in the process of casting a spell. If the creature is casting a spell of 4th level or lower, its spell fails and has no effect. If it is casting a spell of 5th level or higher, the chimera makes a Charisma check with a DC equal to 9 + the spell’s level. On a success, the creature’s spell fails and has no effect.

Reversal. When a creature the chimera can see within 50 feet of it regains hit points, the chimera reduces the number of hit points regained to 0, and the chimera deals 15 (3d12) force damage to the creature.

Savage Mauling. When the chimera takes damage from a critical hit, it flies into a fury and moves up to half of its maximum movement speed towards the creature that dealt the critical hit. Upon reaching the creature, it makes 3 Bites attacks and 4 Claws attacks. If the creature dies, the chimera devours the corpse, leaving nothing behind except for the magic items the creature held.

Legendary Actions

The chimera can take 3 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 its turn.

End Magic. The chimera casts dispel magic.

Alpha Male. The chimera commands up to three of its allies to move up to its maximum speed towards the closest hostile creature and attack that creature(s).

Call to the Hunt (Costs 2 Actions). The chimera roars out a cry to other Aeorian Hunter's that the hunt for prey has begun, summoning an Aeorian Absorber, a Aeorian Nullifier, and an Aeorian Reverser within 60 ft. of it.

Howl of the Underworld (Costs 2 Actions). The chimera unleashes an unearthly howl of bloodlust. All hostile creatures within 120 ft. of the chimera must make a DC 19 Charisma saving throw. On a failed save, a creature is frightened of the chimera for 3 minutes. For each creature that fails the saving throw, the chimera summons an Underworld Cerberus within 60 ft. of it. A creature that failed the save can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Magic Eater (Costs 3 Actions). The chimera ends the effects of all 6th level or lower spells and effects on creatures and objects of its choosing within 120 ft. of it. If the chimera ends a spell affecting a creature, the creature takes 9 (1d12) force damage per level of the spell. The chimera then regains hit points equal to half of that damage (rounded down).

Rabid Regeneration (Costs 3 Actions). The chimera regains 35 (20d4) hit points, regrows all of its missing heads and limbs, and is put under the effects of the spells Regenerate and Vampiric Touch for 5 minutes.

Mythic Actions

If the chimera's Cosmic Hunt trait has activated in the last hour, it can use the options below as legendary actions.

Mist Horrors. The chimera causes an Unspeakable Horror to materialize within 30 ft. of it for every hostile creature within the radius of the Breath of Terror Mythic Trait. When a horror materializes, roll a d4 three times for its customization tables.

Shadowfell Despair (Costs 3 Actions). The chimera channels the powers of the Shadowfell, bringing the melancholic atmosphere pervades the Shadowfell into the material plane. All creatures the chimera can see within 30 ft. of itself, or within 30 ft. of a rift created by the chimera's Destabilized Reality trait, are subjected to one of the following effects, determined by rolling a d6. A creature can resist these effects by succeeding on a DC 17 Wisdom saving throw. A calm emotions spell removes despair, as does any spell or other magical effect that removes a curse:

  • 1-3 Apathy. The creature has disadvantage on death saving throws and on Dexterity checks for initiative, and gains the following flaw: “I don’t believe I can make a difference to anyone or anything.”
  • 4-5 Dread. The character has disadvantage on all saving throws and gains the following flaw: “I am convinced that this place is going to kill me.”
  • 6 Madness. The character has disadvantage on ability checks and saving throws that use Intelligence, Wisdom, or Charisma, and gains the following flaw: “I can’t tell what’s real anymore.”

Feywild Time Warp (Costs 3 Actions). The chimera channels the powers of the Feywilds, accelerating or decelerating time for all creatures the chimera can see within 30 ft. of itself, including itself, or within 30 ft. of a rift created by the chimera's Destabilized Reality trait. A creature can resist these effects by succeeding on a DC 17 Wisdom saving throw. Roll a d20, applying the time warping effect below:

  • 1-5: All hostile creatures within range are put under the effects of the slow spell (save DC 18) for 5 minutes.
  • 6-10: All allied creatures within range are put under the effects of the Time Stop spell.
  • 11-15: The chimera chooses up to three creatures within range; they are put under the effects of the Hold monster spell (save DC 18) for 5 minutes.
  • 16-19: All allied creatures within range are put under the effects of the haste spell.
  • 20: All creatures within range are subjected to the Time Ravage spell (save DC 20).

Psychic Winds (Costs 3 Actions). The chimera channels the powers of Astral Plane, unleashing the psychic winds common to its borders for 5 minutes. At the start of each creatures turn, all creatures the chimera can see within 30 ft. of itself, or within 30 ft. of a rift created by the chimera's Destabilized Reality trait, are subjected to one of the following effects, determined by rolling a d20. A creature can resist these effects by succeeding on a DC 17 Wisdom saving throw:

  • 1-8: Stunned for 3 minute; a creature can make a DC 15 Intelligence the saving throw at the end of each of its turns to end the effect on itself.
  • 9-10: Short-term madness.
  • 11-12: 11 (2d10) psychic damage
  • 13-16: 22 (4d10) psychic damage
  • 17-18: Long-term madness
  • 19-20: Unconscious for 5 (1d10) minutes; the effect on a creature ends if it takes damage or if another creature uses an action to shake the Unconscious creature awake.

The Abyss (Costs 3 Actions). The chimera channels the powers of The Abyss, allowing its abyssal corruption to seep into the material plane for 5 minutes. At the start of each creatures turn, all creatures the chimera can see within 30 ft. of itself, or within 30 ft. of a rift created by the chimera's Destabilized Reality trait, are subjected to one of the following effects, determined by rolling a d10. A creature can resist these effects by succeeding on a DC 17 Wisdom saving throw:

  • 1-4: Treachery. The creature gains the following flaw: “I can only achieve my goals by making sure that my companions don’t achieve theirs.”
  • 5-7: Bloodlust. The creature gains the following flaw: “I enjoy killing for its own sake, and once I start, it’s hard to stop.”
  • 8-9: Overwhelming Ambition. The creature gains the following flaw: “I am destined to rule the Abyss, and my companions are tools to that end.”
  • 10: Demonic Possession. The creature is possessed by a demonic entity allied with the chimera until freed by [spell]dispel evil and good[spell] or similar magic. Whenever the possessed creature rolls a 1-3 on an attack roll, ability check, or saving throw, the demon takes control of the creature and determines the character’s behavior. At the end of each of the possessed character’s turns, he or she can make a DC 15 Charisma saving throw. On a success, the character regains control until he or she rolls another 1.

Pandemonium (Costs 4 Actions). The chimera channels the powers of Pandemonium, creating its Maddening Winds upon the material plane for 5 minutes. At the start of each creature's turn, all creatures the chimera can see within 30 ft. of itself, or within 30 ft. of a rift created by the chimera's Destabilized Reality trait, must make a DC 17 Wisdom saving throw. On a failed save, the creature gains one level of exhaustion. A creature that reaches six levels of exhaustion while in the winds doesn’t die. Instead, the creature gains two different, random forms of Long-Term Madness that are treated as Indefinite Madness. Finishing a long rest or using magic doesn’t reduce a creature’s exhaustion level or remove its madness unless the affected creature can escape the maddening winds area of effect.

Cosmic Sundering (Costs 5 Actions). The chimera's rage shatters the fabric of space-time, causing all creatures within 60 ft. of it to suffer one of the following effects, determined by rolling a d4:

  1. The creature is targeted by the Reality Break spell (save DC 22). A creature affected by Reality Break this way must make the Wisdom saving throw for the spell at the start of each turn.
  2. A Dark Star spell (save DC 22) is cast at the creatures location. The duration of the spell is extended to 3 minutes.
  3. The creature and another hostile creature within 60 ft. of it is connected by the spell Tether Essence (save DC 22). If a tethered creature affected by this spell drops to 0 hit points, the other linked creature drops to 1 hit point.
  4. A Magnify Gravity spell (7th level) is cast at the creature's location.

Description

Made to be the ultimate anti-magic super soldier, the Aeorian Chimera is the most powerful of all the Aeorian Hunters. Aside from being able to wield the combine abilities of its fellow hunters, the chimera has the highest authority over them and is able to command them like a general would his troops. It is the smartest of all the hunters, and can even telepathically communicate with those it sees as "worthy foes" or "unknowing interlopers" that stand in the way of its prey.

The chimera itself is huge, as large as an elephant, its body built like a tiger with dragon wings, a tail more similar to a giant coral snake without its head, huge claws like meat hooks, with five gnashing heads armed with powerful abilities: a bulls head, a giant shark head, a cockatrice head, a giant spider head, and an Aeorian Absorber head with a unicorn horn. Its fur is a deep metallic grey with a mess of brown and gold spots like a cheetah's pelt, the multiple heads also partially covered in the spots up to their necks.  It also possess quite a few spells meant to track its quarry and to protect itself, even though it could regenerate from almost all injuries.

The ancient mages designed the beast after a Theran Chimera at its maximum potential while infused with the anti-magical weapons of the hunters that had already created, the end result being a success beyond their wildest dreams and a failure beyond their wildest nightmares. On top of being the most intelligent and cunning, the chimera was the most savage of the hunters and the hardest to control, thus only one of them where ever born, but its power simply continued to spiral out of control. The chimera continued to destroy foe after foe, no matter who or what it was, gaining new powers and abilities in relation to the planes of the invaders as it bathed in their blood. Eventually, it became too powerful for its creators to manage, the chimera now able to warp reality and shatter the veil between planes, so they contained it and threw it away to rot in the Crystalsands Tundra of Wildmount. Unfortunately, it was re-awakened centuries later by the Dwendalian Empire in hopes of making it their own weapon. Now it ravages whatever to can find and slaughters everything it sees.

The chimera is the most relentless of the Aeorian Hunters, pursuing its targeted prey throughout the physical plane, no matter what world it escapes to. They only way to escape its sights is to escape to another plane altogether to throw off your trail, but even then, the beast will eventually find a way to pursue, no matter where you run. After all, and immortal being has all the time in to world to find a new means to hunt.

Aeorian Hunters

Brought to life by mages in the flying city of Aeor during the Age of Arcanum, Aeorian hunters were created to take on angels, demons, devils, fey, and the gods themselves. When Aeor crashed into Eiselcross, many of these magically mutated monstrosities survived, and they now stalk Aeor’s ruins and the islands’ icy wastes.

Created by Experimentation. Aeorian hunters were created through arcane experimentation on beasts and humanoids—both captives and volunteers. These experiments resulted in monstrosities with brightly colored flesh and the power to resist and destroy Aeor’s enemies. It is theorized that the mages of Aeor must have possessed some means of controlling their monstrous soldiers, but no such device has yet been found in the wastes of Eiselcross. Draconic was the language used by these mages to train and bind the Aeorian hunters, and the hunters retain an understanding of this language even though they can’t speak it.

Madness through Immortality. Aeorian hunters do not age. As such, the lust for violence their creators instilled in their minds has grown ravenous after centuries without war. Most immediately attack any creature they see.

Never Harm Another Hunter. Though they crave violence, Aeorian hunters have never been seen attacking each other. Most scholars believe that Aeor’s mages must have enchanted this behavior into them, given the cost in gold and magic required to create each hunter. Some adventurers in Eiselcross boast about sneaking past Aeorian hunters using disguises or illusions to mimic a hunter’s form, but these are most likely tall tales.

Ageless Memories. Each Aeorian hunter has perfect recall of every experience since the moment of its creation. Their limited intellects and desire for violence prevent them from effectively communicating, but each hunter holds a wealth of knowledge—often including the location of rare Aeorian relics—inside its mind.

Perfect Soldiers. Aeorian hunters don’t require food or drink.

McFlyDragonEye

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