Each turn after the first chimera turn you may choose to role DC(Constitution) saving throw. On a successful role you turn back, on a failed role the Rampage continues. If creature is made unconscious it will also turn back.
Multiattack. The chimera makes three attacks: one with its bite, one with its Tail, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or Tail.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 7) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the creature is restrained.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Fire Breath (Recharge 5–6). The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (6d8) fire damage on a failed save, or half as much damage on a successful one.
Description
A chimera is a vile combination of animals, each one making up a difference part of the creature. It likes to swoop down from the sky and engulf prey with its fiery breath before landing to attack. Currently animals include: -lion(head and body) -bear(legs) -wolf(head) -dragon(head and wings) -Giant squid(tail) -Giant Scorpion(wing claws) -rat(too small to have an effect)
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