Revitalising Nature. If the chimera is standing in grass or forestry, at the beginning of it's turn it regenerates 5 (1d8) hp
Chimaeric Regeneration. If the chimera is missing any limbs or organs, it can regenerate its parts after (1d12) days. It has 4 hearts and can survive with only one head and one heart.
4 Headed Resilience. The chimera has resistance to mental effects while it has more than one head.
Go for the hands. The goat crits on a 18, 19, and 20. On a crit, the target makes a Constitution save against their hand becoming horribly mauled.
Sharp Wool. When a creature attempts to grapple the chimera or the chimera attempts to grapple a creature, it takes 3 (1d4) piercing and at the beginning of the chimera's and the creature's turn, the creature takes 3 (1d4) piercing damage. Additionally, any creature within or next to the chimera's space takes 3 (1d4) slashing damage at the start of its turn.
Darkened Wool. The chimera has advantage on stealth and gains the benefits of being in darkness in dim light.
Maluable Body. The chimera can pass through 3ft spaces.
Electrical Aura. Any creature that starts it's turn within 10ft of the chimera and at the beginning of the chimera's turn takes 4 (1d6) lightning damage.
Electrified Wool. Any creature that successfully grapples the chimera or takes damage from its sharp wool takes 4 (1d6) lightning damage.
Magical Attacks. The chimera's attacks are considered magical for the perpose of overcoming resistances.
Quarter-Aquatic. The chimera can temporarily stay underwater for 30 minutes and has a swim speed equal to half its walk speed.
High Velocity Circulatory System. While the chimera has 2 or more hearts, this ability is active. It has vulnerability to bleeding and disadvantage on bleed saves. At the beginning of the chimera's turn, it halfs the stack of bleeding before making its bleed save but not before damage, additionally it heals 11 (1d10+5) hp if it has 2 or less stacks of bleeding before making any bleed saves.
Grass Eater. The chimera can eat grass with its sheep head to help sustain itself.
Spider Walk. The chimera ignores restrictions caused by web.
Trapdoor Spider. The chimera has a burrowing speed of 10ft and can burrow up to 25ft below the surface.
Cruel Servent. The chimera is especially aggressive against masters and those who consider it a servent, pet, or give it orders. The chimera won't eat grass in captivity.
Grappler. The chimera has advantage on grapple checks.
Lightning To Life. Lightning damage heals the chimera.
Spare Heads n Hearts. When the chimera is taken to 0 hit points, it can instead go to 25 hit points and lose one of its heads or hearts at random.
Last Legs. When the chimera has only one head left, the chimera's attacks become critical hits if they land and the chimera gains 4 (1d6) times 6 (1d10) temporary hit points.
Cunning Hunter. The chimera can automatically track a creature it has seen or smelled and has advantage on tracking checks, when it enters combat with a creature it has tracked, it gains advantage on attack rolls against them until the end of combat. The chimera can only benefit from this quirk once per creature.
Legendary Resistance(1/Short Rest). If the chimera failes a save, it can instead choose to succeed. The chimera regains its use of this when it uses its mythic.
Multiattack. The chimera makes four attacks: one with its sheep bite, one with its acid spit, one with its thunder roar, and one with its eel bite.
Sheep Bite. Melee Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 5) piercing damage.
Eel Bite. Melee Attack: +10 to hit, reach 10 ft., one target. Hit: 8 (1d4 + 5) piercing damage and 5 (1d8) lightning damage.
Acid Spit. The spider head spits highly corrosive acid at an opponent within 90ft, making it make a DC 18 Constitution saving throw, taking 11 (3d6) acid damage on a failed save, or half as much damage on a successful one. Additionally, thier armour must make a Constitution save against corrosion.
Thunder Roar. The leopard head roars in a 15ft cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 23 (5d8) thunder damage on a failed save, or half as much damage on a successful one. Additionally, they must make a DC 18 Constitution save, taking 3 (1d4) true damage as they bleed from thier ears and the deafened condition.
Terrifying Dash. As a bonus action, the chimera can dash.
Quick Bounce. As a bonus action, the chimera can leap 20ft forward.
Blurred Wool (Recharge 1–2). As a bonus action, the chimera can take the dodge action
Cruel Grappler. As a bonus action or in the place of the chimera's eel bite, the chimera can attempt to grapple a creature with advantage. It can have up to two grappled creatures, one with the eel head and one with its spider legs.
Web 180 (Recharge 1–2). The Chimaera jumps, spins 180⁰, and shoots a mass of thick, sticky webbing at a point of choice within 60ft. The webs fill a 20-foot cube for 1 hour. The webs are difficult terrain and lightly obscure their area.The webs are anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a DC 18 Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 5 (2d4) fire damage to any creature that starts its turn in the fire.
Mythic Reactions. When the chimera uses its mythic, it gains 2 additional reactions per turn and loses its wooly protection reaction.
Wooly Protection. When the Chimaera is attached, it can duck its heads into its woolly body to gain +4 to ac and advantage on the next attack roll against it, after which the heads pop back out.
Electrical Detonation. When a creature strikes the chimera with a melee attack, the chimera can deal 11 (3d6) lightning damage to the creature.
Threatening Accuracy. When the chimera makes an attack roll, it can roll 3 d20 instead of 1 and use the highest roll.
The chimera can take 1 legendary action at the end of another creature's turn. The Chimera regains spent legendary actions at the start of its turn.
Eel's End Tail. melee Attack: +10 to hit, reach 15 ft., one target. Hit: 8 (1d6 + 5) piercing damage and 5 (1d8) lightning damage and a DC 18 Strength save against going prone.
Mythic. When the Chimaera drops to half health or below, all of its outermost wool shards explode outward dealing hit: 25 (10d4) peircing and hit: 35 (10d6) lightning in a 50ft sphere, or half on a successful dexterity save. As the chimera sheds its outer wool, it's sharp aura is reduced to touch, its speed increases by 20ft, its natural ac decreases by 1, but its dex increases to 16 and it loses its wooly protection reaction. It also regains its use of its legendary resistance. It then makes a thunderous roar if it can. During the duration of the mythic, as a reaction the chimera can give itself triple advantage on an attack when it makes an attack roll. It gains 2 additional reactions, and hit: 55 (10d10) temporary hit points for 1 minute. The buffs of the mythic last for 1 day and the wool regrows in 3 (1d4) days if the chimera is eating well, or 11 (1d20) days if not. The mythic reactivates after the duration ends and the chimera's health drops to below 50%. The wooly explosion only activates if the chimera's wool has regrown.
Mythic Actions. The chimera can take 5 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.
Sheep Bite. Melee Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 5) piercing damage.
Eel Bite. Melee Attack: +10 to hit, reach 10 ft., one target. Hit: 8 (1d4 + 5) piercing damage and 5 (1d8) lightning damage.
Acid Spit. The spider head spits highly corrosive acid at an opponent within 90ft, making it make a DC 18 Constitution saving throw, taking 11 (3d6) acid damage on a failed save, or half as much damage on a successful one. Additionally, thier armour must make a Constitution save against corrosion.
Thunder Roar. The leopard head roars in a 15ft cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 23 (5d8) thunder damage on a failed save, or half as much damage on a successful one. Additionally, they must make a DC 18 Constitution save, taking 3 (1d4) true damage as they bleed from thier ears and the deafened condition.
Description
This chimera is a vile combination of sheep, leopard, eel, and spider, and features the heads of all four of those creatures. It likes to swoop down from the ceiling and engulf prey with a furry of attacks and thunderous roars. It's body is pitch black covered in thick, wirrery, wool, it has 8 spider legs, a spider head on it's left, leopard in the middle, sheep on the right, eel protruding from it's back, and a back half of an eel as a tail.
Previous Versions
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12/17/2022 6:26:25 PM
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