Aggressive. As a bonus action, the chimera can move up to its speed toward a hostile creature that it can see.
Brute. A melee weapon deals one extra die of its damage when the chimera hits with it (included in the attack).
Crusher. When the chimera hits a creature with an attack that deals bludgeoning damage, the target is moved at least 5 feet to an unoccupied space, provided the target is no more than one size larger than the orc.
Magic Resistance. The chimera has advantage on saving throws against spells and other magical effects.
Multiattack. The chimera makes two fist attacks and one rock attack.
Fist. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 5) bludgeoning damage.
Rock. Ranged Weapon Attack: +8 to hit, range 40/80 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage.
Seismic Slam (Recharge 6). The chimera slams the ground in a 25-foot-cone. Each creature on the ground caught in that area must succeed a DC 15 Strength saving throw, taking 17 (5d6) bludgeoning damage and become prone on a failed save, or half as much on a successful one. The ground affected by this attack becomes difficult terrain.
Battle Cry (1/day). Each creature of the chimera's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the chimera's next turn. The chimera then make one attack as a bonus action.
Protect Ally. When an allied creature within 10 feet takes damage, the chimera can reduce the incoming damage by 10 (3d6) and take damage equal to the same amount. This damage cannot be reduced.
Description
Outside of dangerous situations, this particular chimera is the same size as a regular humanoid but when threatened, it grows a few feet in height and mass.
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