Multil-headed. This target cannot be flanked.
Multi-parts. Each part of the Chimera can be disabled by inflicting 100 damage or more to it, which nullifies one of its abilities.
Goat- Loses horn attack
Lion- Loses Roar.
Dragon- Loses Fire Breath
Wings- Loses Wing Attack and Flight.
Tail- Loses Lashing Tail and Poison Stinger
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Legendary Resistance (3/day). If the Chimera fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Chimera has advantage on saving throws against spells and other magical effects.
Multiattack. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire 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.
Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Poisonous Stinger. The Chimera's tail ends in a long, sharp stinger dripping with deadly venom. As an action, the Chimera can make a melee attack with its stinger against a creature within reach. On a hit, the target takes 22 (4d10) piercing damage and must make a DC 18 Constitution saving throw or take an additional 27 (6d8) poison damage and become poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the poison effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Chimera's venom for the next 24 hours.
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 (7d8) fire damage on a failed save, or half as much damage on a successful one.
The Chimera can take three legendary actions per round, 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.
Move(Cost 1 Action). The Chimera moves up to its speed of 60 in any direction it can move.
Attack(Cost 1 Action). The Chimera may use one of its attack actions.
Deathly Roar (Costs 2 Actions). The Chimera lets out a terrifying roar that chills the bones of all creatures within 60 feet of it. Each creature within range must make a DC 18 Constitution saving throw or take 18 (4d8) cold damage and become paralyzed for 1 round. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Deathly Roar for the next 24 hours.
Wing Attack (Costs 2 Actions). The Chimera beats its wings. Each creature within 10 feet of the Chimera must succeed on a DC 18 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The Chimera can then fly up to half its flying speed.
Fire Breath (Costs 3 Actions - Cannot use if down). The Chimera breathes fire in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on
Description
A chimera is a vile combination of goat, lion, and dragon, and features the heads of all three of those creatures. It likes to swoop down from the sky and engulf prey with its fiery breath before landing to attack. It is a very rare sight for a Matriarch to leave the nest, and often an omen of Calamity.
Lair and Lair Actions
Here are three Lair Actions that a Legendary Chimera might take in its lair:
Lair Action 1: Roar of the Chimera. The Chimera unleashes a deafening roar that reverberates through its lair, causing the ground to shake and nearby creatures to tremble. Each creature within 60 feet of the Chimera must make a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Roar of the Chimera for the next 24 hours.
Lair Action 2: Choking Smoke. The Chimera exhales a thick cloud of choking smoke that fills a 30-foot cube centered on the Chimera's lair. The smoke obscures all vision, including darkvision, and heavily obscures the area. Creatures in the area must succeed on a DC 18 Constitution saving throw or begin choking, taking 13 (2d6 + 6) poison damage at the start of each of their turns until they leave the area. The smoke disperses at the end of the turn.
Lair Action 3: Lash of the Chimera. The Chimera's tail lashes out, striking a random target within 60 feet of the Chimera. The target must make a DC 18 Dexterity saving throw or take 22 (4d10) bludgeoning damage and be knocked prone. The Chimera can use this Lair Action even if its tail is occupied with a different target or if it is not within reach of a target with its tail attack.
Previous Versions
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3/18/2023 8:17:02 PM
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Coming Soon
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