Large Beast, Any Alignment
Armor Class 14 Natural armor
Hit Points 126 (12d10 + 60)
Speed 40 ft., Fly 50 ft., Swim 50 ft.
STR
19 (+4)
DEX
12 (+1)
CON
20 (+5)
INT
5 (-3)
WIS
11 (+0)
CHA
9 (-1)
Saving Throws STR +7, CON +8, CHA +2
Skills Acrobatics +4, Arcana +0, Athletics +7, Nature +3
Damage Resistances Bludgeoning, Necrotic, Piercing, Radiant, Slashing
Senses Darkvision 120 feet, Passive Perception 11
Languages Same as you knew before transforming, plus draconic and sylvan
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Amphibious.

The Chimera can breathe air and water, and you have a swimming speed equal to your walking speed.

Brave.

The Chimera has advantage on saving throws against being frightened.

Ethereal Sight.

The Chimera can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

Hazarous Walk.

The Chimera can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice, snow and sand doesn't cost it extra movement.

Keen Hearing and Sight.

The Chimera has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Magic Weapons.

The Chimera's attacks are magical.

Actions

Multiattack.

The Chimera can make two attacks. The Chimera can use his Frightful Presence, Charge, Slam or breath attack and be followed by a bite, claw or tail attack.

Frightful Presence.

Each creature of the Chimera's choice that is within 120 feet of the Espiritual Chimera and aware of it must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Espiritual Chimera's Frightful Presence for the next 24 hours.

Charge.

The Chimera moves straight toward a target and then hits it with a claw attack on the same turn, the target takes an extra 2D8 slashing damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.

Slam.

The Chimera jumps and lands on it's position, forcing a Dexterity saving throw on every creature surrounding it. A creature that fails the saving throw takes 3d6 bludgeoning damage, and its pushed 10 feet backwards. Jumping this way does not provoke oportunity attacks.

Breath Weapon (Recharge 5-6).

The Chimera exhales pure energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 5D6 cold, lightning or fire damage (your choice) damage on a failed save, or half as much damage on a successful one.

Bite.

+7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) piercing damage.

Claw.

+7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Tail.

+7 to hit, reach 10 ft., Two creatures who are next to the other. Hit: 9 (1d10 + 4) bludgeoning damage. This attack only works with creatures behind you.

Description

A spiritual beast, partially incorporeal and formed with reconociable parts of your spiritual guides. You possess two heads: a white wolf on the left, and a deer-like on the right side.

Your body is large and muscular, made up of parts of different intertwined animals and spirits: your forelegs are those of the great White Wolf, while your hind legs belong to the mighty Peryton, and your fur is a beautiful amalgamation of those two, with supernatural and etheral motifs and colors.

Your wings grow from your back, made of something similar to tentacles.

Little spirits surround you, forming little halos on your heads, and living near you. As you walk you make the ground bloom, nourished by your connection with nature.

Previous Versions

Name Date Modified Views Adds Version Actions
12/2/2020 7:18:55 PM
6
0
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Coming Soon
2/5/2022 11:16:26 PM
13
0
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Coming Soon
Ludoviko

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