Large Monstrosity, Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft., Fly 60 ft.
STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
3 (-4)
WIS
14 (+2)
CHA
10 (+0)
Skills Perception +9
Senses Darkvision 60 ft., Passive Perception 18
Languages Understands Draconic but can't speak it
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

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

Flying Pounce. If the chimera moves at least 15 feet straight toward a creature and then hits it with a bite or claws attack on the same turn, the target takes an extra 3 (1d6) bludgeoning or piercing damage (the same type as either the bite or claws); additionally that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the chimera can make one bite attack against it as a bonus action.

 

Actions

Multiattack. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite. 

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Horns. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) 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.

Devastating Charge (Recharge 5-6). The Ram head lets out an odious bleat and the chimera charges an enemy. The Chimera moves in a straight line up to 30 feet, it may move through occupied spaces so long as it does not end its movement in an occupied space. Each creature whose space the Chimera moved through must make a DC 15 Dexterity saving throw, taking 17 (5d6) bludgeoning damage and is knocked prone on a failed save.

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.

Flight. the Chimera moves up to half its flying speed.

Attack. the Chimera makes a horns, claws, or bite attack.

Ram. the Chimera makes a shove attack. If the Chimera wins the contest the target is shoved 15 feet away, and is knocked prone.

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: DesertGrasslandHillMountainUnderdark

flamespell3

Comments

Posts Quoted:
Reply
Clear All Quotes