Otherworldly Perception. The chimera can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.
Psychic Defense. While the chimera is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Magic Resistance. The chimera has advantage on saving throws against spells and other magical effects.
Incorporeal Movement. The chimera can move through creatures and objects as if they were difficult terrain. The monster takes 5 (1d10) force damage if the monster ends their turn inside an object.
Spellcasting: The chimera is a 5th-level Spellcaster. Its Spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following druid Spells prepared:
- Cantrips (at will): Druidcraft, Produce Flame, Frostbite
- 1st Level (4 slots): Cure Wounds, Earth Tremor, Healing Word, Ice Knife
- 2nd Level (3 slots): Earthbind, Hold Person, Heat Metal
- 3rd Level (2 slots): Erupting Earth, Dispel Magic
Multiattack. The chimera makes two attacks. It can only make up to one bite attack per turn.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 3) psychic damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (3d10 + 3) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Thundering Shout (2/day). The chimera emits an ear-shattering roar in a 45-foot-cone. Each creature caught in the area must succeed a DC 16 Constitution saving throw, taking 22 (5d8) thunder damage and are knocked 20 feet away from the orc, on a failed save or half as much damage on a successful one.
Description
Outside of dangerous situations, this particular chimera is the same size as its brethren but when threatened, it grows a few feet in height and mass.
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