Legendary Resistance (2/Day). If Chimera 7 fails a saving throw, it can choose to succeed instead.
Unstable Magic Resistance. Chimera 7, Unfinished Apex has advantage on saving throws against spells and other magical effects. This bonus does not apply to spells and magic effects that would apply the frightened condition.
Unstable Psyche. Chimera 7 has disadvantage on saving throws against spells and other magical effects that would cause it to become frightened. If it is afflicted with the frightened condition, Chimera 7 has advantage on melee weapon attacks against all creatures except the creature that originally afflicted it with the condition.
Cornered Beast (Recharge 6). If Chimera 7's hit points drop below 60, it becomes frightened of the creature that dealt it the damage to bring it below that point until the end of its next turn. While frightened from this effect, it gains +2 to its AC until it is no longer frightened, cannot be knocked prone, and automatically succeeds all Wisdom saving throws.
Survivor. Chimera 7 regains 10 hit points at the start of its turn if it has fewer than half its hit points but at least 1 hit point.
Multiattack. Chimera 7 makes 2 attacks on its turn, choosing from the options below.
Heavy Blow. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 8 (1d4 + 6) bludgeoning damage.
Draining Bite. Melee Weapon Attack: +10 to hit, range 5 ft., 1 target. Hit: 10 (1d8 + 6) piercing damage. Once on each of its turns, when it damages a creature with his attack, Chimera 7 regains 5 hit points. Chimera 7 must have activated its Bestial Rage and chosen the Lupine Muzzle option to use this attack.
Unseen Slash. Melee Weapon Attack: +10 to hit, range 5 ft., 1 target. Hit: 9 (1d6 + 6) slashing damage. Once on each of its turns, when Chimera 7 attacks with Unseen Slash using its Attack action, it can make one additional Unseen Slash attack as part of the same action. Chimera 7 must have activated its Bestial Rage and chosen the Mantis Scythes option to use this attack.
Piercing Lash. Melee Weapon Attack: +10 to hit, range 10 ft., 1 target. Hit: 10 (1d8 + 6) piercing damage. If Chimera 7 would use this attack to make an attack of opportunity, it can do so at a range of 15 feet. Chimera 7 must have activated its Bestial Rage and chosen the Stinging Scorpion option to use this attack.
Bestial Rage (3/Day): Chimera 7 enters into a furious blind rage for up to 1 minute. It gains advantage on STR checks and saving throws (not attacks), +2 damage to all of its melee weapon attacks, and resistance to bludgeoning, piercing, and slashing damage. Its rage ends early if it is knocked unconscious or if its turn ends and it hasn't attacked a hostile creature or taken damage since its last turn. It can also end its rage as a bonus action. When Chimera 7 activates its Bestial Rage, it gains 15 temporary hit points, as well as one of the following benefits:
- Lupine Maw - Chimera 7's mouth transforms into the muzzle of a vicious wolf. It gains access to its "Draining Bite" attack.
- Mantis Scythes - Chimera 7's claws morph into a gnarled facsimile of a mantis's scythes. It gains access to its "Unseen Slash" attack.
- Stinging Scorpion - Chimera 7 manifests a venomous stinger at the end of a lashing tail. It gains access to its "Piercing Lash" attack, as well as its "Defensive Spines" reaction.
Defensive Spines. If Chimera 7 has activated its Bestial Rage and chosen the Stinging Scorpion option, if a creature it can see within 10 feet of it hits it with an attack roll, Chimera 7 can use its reaction to swipe its tail and roll a d8, applying a bonus to its AC equal to the number rolled, potentially causing the attack to miss.
Chimera 7 can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Chimera 7 regains spent legendary actions at the start of its turn.
Lash Out. Chimera 7 makes one attack at advantage with its Heavy Blow or another available attack, targeting the nearest creature. If Chimera 7 is frightened, it cannot use any legendary actions other than this one, and it must do so at every available opportunity.
Shove. Chimera 7 attacks using its Heavy Blow. If the attack succeeds, the target must succeed on a Strength saving throw (DC 18) or be knocked prone.
Sniff them Out. Chimera 7 makes a Wisdom (Perception) check, at advantage.
Monstrous Pounce. Chimera 7 leaps up to 15 feet into an unoccupied space it can see. This movement does not elicit opportunity attacks.
Baleful Roar (Costs 2 Actions). Chimera 7 harnesses the power of the many animal souls residing inside it, channeling all of their rage and pain into a sorrowful howl that taints the minds of all who hear it. Any creatures with an Intelligence score above 4 within 30 feet of Chimera 7 must make a Wisdom saving throw. On a failure, they take 22 (4d8 + 6) Psychic damage and are frightened of it until the end of their next turn. On a success, they take half damage and are not frightened.
Description
When the mysterious Master Myrill was performing his macabre experiments to craft the "family" of chimeras that lead to the creation of the Druidic Aasimar Chimera 6, he did not consider his first sentient creation to be the apex of his intellect. While Chimera 6 developed human intelligence and her form stabilized, she was...willful. Persistent. Uncontrollable. While she had developed critical thinking and problem solving, she couldn't be freely manipulated in the manner he needed. So he locked her away while he worked on his true magnum opus: Chimera 7.
Using the blueprints for Chimera 6 he began crafting a new, upgraded model to represent the pinnacle of scientific achievement. Nearly indistinguishable from a human at first glance, but possessing the power of multiple "ideal" animals, Master Myrill was nearing completion of his greatest beast when...his "failed" experiment escaped. His lab was destroyed, he was forced to flee, and so...Chimera 7 remained unfinished. Sitting in his pod in a secret, locked room hidden deep within the laboratory, the half-finished creation sat in silence and loneliness for years. For, what Master Myrill didn't know was...his experiment had been further along than he thought.
Chimera 7 had developed rational thought long before Myrill had intended it. So the creature sat, in a state of perpetual agony and solitude, with consciousness fading and returning as its body's primitive functionality pieced together what little functioning genome it still had. Until one day, it garnered the strength to break free of the tiny glass prison that had held it for so long. It began to move and explore the lab, riding the line between savage, cornered animal and deranged human child. Slowly it grew stronger, living in the wild in and around the lab, learning to survive as an animal. But, as its human intelligence grew, it taught itself to read. It began to pore over the notes of its creator, searching for some iota of identity from its origin. But it found nothing. Blueprints. Data. Line after sanity-sanding line of numbers and equations. All he found that resembled the thoughts and ideas of its original creation were the notes about...her. Chimera 6. It found notes of pride in his work as she initially developed her sentience and intelligence. Then, the slow decay into frustration and madness as Myrill realized that 6 was less like a tool for war like he had intended, and more like a child. He needed something more...monstrous. Inhuman. And so, he began work on 7.
This discovery lead 7's brittle, trauma-addled mind to a single conclusion: 6 drove its father away. The one link to 7's origin, the one person that could give Chimera 7 an identity and a name had been sent away, possibly killed, by this insignificant lesser model. And so, 7 became obsessed with a single, burning notion: to kill Chimera 6 and prove itself the superior specimen. To bring to glory the life's work of Master Myrill and, in doing so, find a way to bring him back.
Chimera 7 is a terrifying sight to behold. A lumbering mass of flesh that, at a quick glance, would appear to be a normal, albeit abnormally tall, human. However, upon any close inspection, one would find that the skin on 7's face appears to be melted on one side, seeming to be barely held together over the massive, rippling muscles that seem to press dangerously against its seemingly thin skin. Its eyes are two entirely different entities: one a seemingly-normal brown human eye, the other appearing to be goat-like. With black sclera and a square pupil. Its right arm is significantly larger than its left, and its legs seem to be too thin to hold up its body. However, Chimera 7's gruesome body hides a number of secrets, and its brittle psyche makes it a terribly dangerous adversary. Let those who would attempt to do it harm beware, for they may wind up a meal if not careful.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/12/2022 11:03:18 PM
|
12
|
0
|
--
|
Coming Soon
|
Comments