Large Monstrosity, Chaotic Evil
Armor Class 14 (Natural Armor)
Hit Points 135 (15d10 + 60)
Speed 50 ft., Climb 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
18 (+4)
INT
4 (-3)
WIS
14 (+2)
CHA
10 (+0)
Skills Perception +8, Survival +5
Damage Resistances Fire
Senses Blindsight 30 ft. (Snake Head Only), Darkvision 60 ft., Passive Perception 20
Languages
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Charge. If the Chimera moves at least 20 feet straight toward a creature and then hits it with a Ram attack, the creature must make a DC 15 Strength saving throw. On a failure, a creature is knocked Prone.

Multi-Headed. The Chimera has advantage on Wisdom (Perception) ability checks and on saving throws against the following conditions: Blinded, Charmed, Deafened, Frightened, Stunned, and Unconscious.

In addition, the Chimera gains a +2 bonus to its Passive Perception.

Reactive. The Chimera can take three reactions each round, one for each of its heads. The Chimera can only take one reaction per turn.

Wakeful. While the Chimera sleeps, at least one of its heads is awake.

Actions

Multiattack. The Chimera can make three attacks: one Bite or Ram attack, one Claw attack, and one Tail attack. When its Fire Breath is available, the Chimera can replace its Tail attack with its Fire Breath.

Bite (Lion Head). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8+4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6+4) slashing damage.

Ram (Goat Head). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4+4) bludgeoning damage.

Tail (Snake Head). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6+4) piercing damage. On a hit, a creature must make a DC 15 Constitution saving throw. On a failure, a creature is takes 12 (4d6) poison damage. On a success, a creature takes half damage.

Fire Breath (Recharge 5–6). The Chimera's goat head exhales fire in a 15 foot cone. Each creature in the area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 24 (8d6) fire damage. On a success, a creature takes half damage.

The Chimera's Fire Breath ignites flammable objects in its area that aren't being worn or carried.

Bonus Actions

Search. While at least two of the Chimera's heads are conscious, the Chimera can take the Search action.

Description

A chimera is a vile combination of goat, lion, and snake, and features the heads of all three of those creatures.


Chimeras were created after mortals summoned Demogorgon to the world. The Prince of Demons, unimpressed with the creatures that surrounded it, transformed them into horrific, multi-headed monstrosities. This act gave rise to the first chimeras.

Gifted with demonic cruelty, a chimera serves as a grim reminder of what happens when demon princes find their way to the Material Plane. A typical specimen has the hindquarters of a large goat, the forequarters of a lion, and the leathery wings of a dragon, along with the heads of all three of those creatures. The monster likes to surprise its victims, swooping down from the sky and engulfing prey with its fiery breath before landing.

Conflicted Creature. A chimera combines the worst aspects of its three parts. Its dragon head drives it to raid, plunder, and accumulate a great hoard. Its leonine nature compels it to hunt and kill powerful creatures that threaten its territory. Its goat head grants it a vicious, stubborn streak that compels it to fight to the death.

These three aspects drive a chimera to stake out a territory that is as large as 10 miles wide. It preys on wild game, viewing more powerful creatures as rivals to be humiliated and defeated. Its greatest rivals are dragons, griffons, manticores, perytons, and wyverns.

When it hunts, the chimera looks for easy ways to amuse itself. It enjoys the fear and suffering of weaker creatures. The monster often toys with its prey, breaking off an attack prematurely and leaving a creature wounded and terrified before returning to finish it off.

Servant of Evil. Though chimeras are far from cunning, their draconic ego makes them susceptible to flattery and gifts. If offered food and treasure, a chimera might spare a traveler. A villain can lure a chimera into service by keeping it well fed and its treasure hoard well stocked.

Habitat: GrasslandHillMountainUnderdark

BarryLancaster

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