Multiattack. The archimera makes three attacks: one with its bite and two with its claws. When its fire breath is available, it can use the breath in place of its bite.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 5) piercing damage. The bite of an archimera inflicts a deadly poison, a creature subjected to this poison must make a DC 18 Constitution saving throw, taking 15 (5d6) poison damage on a failed save, or half as much damage on a successful one.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 5) slashing damage.
Fire Breath (Recharge 5–6). The dragon head exhales fire in a 25--foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 36 (9d8) fire damage on a failed save, or half as much damage on a successful one.
Description
The archimeras are the most powerful monstruosities created by the mages of Netheril, the kings of all chimeras, created in the old times of the empire to be the ultimate beast in the battlefield. Their aspect is truly impresive yet terrifying, in their own way are magnificent creatures and retain part of their feline and draconic grace. These creatures are usually bipeds and like regular chimeras are just a fusion of different creatures, like the body of a lion, the wings of an eagle, the tail of a snake and the head of a dragon.
Behaviour. The warlike instincts of an archimera force them to fight any kind of soldier or threat that crosses their path. It could be said that they "feel" the blood lust of other beings and answer in the only way they know. Because of that they never attack harmless creatures or childs, after all they dont kill just for the sake of killing nor are specially cruel.
In combat the archimeras exploit their speed and their quick reflexes to avoid give room to breath to theirenemies. If they have enough space to move through the air they usually start by making an alfa strike with their breath before engaging in melee combat.
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