Amphibious. The aberrant chimera can breathe air and water.
Warped Mind. The aberrant chimera make Wisdom saving throws at disadvantage
Twisted Visage. Any creature that can see the aberrant chimera when it starts its turn must make a DC 14 Wisdom saving throw or else any attacks they make that turn are at disadvantage as the alien energies of the creature pull at their mind.
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 or horns.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Acid Breath (Recharge 5–6). The dragon head exhales acid in a 15--foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) Acid damage on a failed save, or half as much damage on a successful one.
Description
An Aberrant chimera is a twisted amalgam of crocodile, shark and black dragon, and features the heads of all three of those creatures. It lies in wait in damp caves and murky water waiting to blast unsuspecting pray in burning acid.
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