Large Monstrosity, Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft., fly 60 ft., swim 30 ft.
STR
19 (+4)
DEX
11 (+0)
CON
19 (+4)
INT
3 (-4)
WIS
14 (+2)
CHA
10 (+0)
Skills Perception +8
Damage Immunities Acid
Senses Darkvision 60 ft., Passive Perception 18
Languages Understands Draconic but can't speak it
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Creatures that can see the aberrant chimera at the start of its turn must make a DC 14 Wisdom saving throw or else attacks that turn are at disadvantage, as alien energies of the creature probes their mind.

Actions

Multiattack. The chimera makes three attacks: one with its bite, one with its tentacles, and one with its claws. When its acid 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.

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

 

Legendary Actions

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

A chimera is a vile aberration of Chuul , Lion, and Serpent, and features the heads of all three of those creatures. It likes to swoop down from the sky and engulf prey with its acid breath before landing to attack.

Lair and Lair Actions

Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.

Habitat: UnderdarkUnderwater

Smoketeller

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