Large Beast, Chaotic Evil
Armor Class 16 Natural armor
Hit Points 85 (9d10 + 36)
Speed 60 ft., Walk 30 ft.
STR
19 (+4)
DEX
11 (+0)
CON
19 (+4)
INT
15 (+2)
WIS
14 (+2)
CHA
10 (+0)
Skills Perception +8, Survival +8
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60ft, Passive Perception 18
Languages Celestial, Common, Draconic, Leonin
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Actions

Multiattack.

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

Bite.

 Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (3d6 + 4) piercing damage.

Claws.

 Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) slashing damage.

Tail.

 Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d12 + 4) piercing damage and 2 (1d4) poison damage.

Deadly Leap (Recharge 3-4).

 The chimera jumps at least 15 feet as part of its movement, it can use its action to land in a space, that contains one creature. This creature must succeed on a DC 18 Strength or Dexterity saving throw or be knocked prone and take 2d8 + 5 slashing damage. On a successful save, the creature isn't knocked prone and is pushed 5 ft out of the chimera's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the chimera's space.

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 30 (6d8) fire damage on a failed save, or half as much damage on a successful one.

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.

Spell Cast.

 The Chimera can cast Fireball or Poison Spray when a target is hit by Poison Spray that creature in that area must make a DC 18 Constitution saving throw or be poisoned for 1d8 rounds.

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