Traits:
Legendary Resistance (3/Day): If the Chimera Hydra Dragon fails a saving throw, it can choose to succeed instead.
Three-Headed: The CHD has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Regeneration: The CHD regains 20 hit points at the start of its turn. If the CHD takes acid or fire damage, this trait doesn't function at the start of its next turn. The CHD dies if it starts its turn with 0 hit points and doesn't Regenerate.
Amphibious: The CHD can breathe air and water.
Multiattack: The CHD makes three bite attacks, one with each head. Alternatively, it can use its fire breath, frost breath, or poison breath in place of one or more bite attacks.
Bite (Hydra Head): Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 10) piercing damage.
Bite (Dragon Head): Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire, cold, or poison damage (choose one).
Bite (Chimera Head, Lion): Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 19 (2d8 + 10) slashing damage.
Fire Breath (Recharge 5-6): The dragon head exhales a 60-foot cone of fire. Each creature in that area must make a DC 24 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one.
Frost Breath (Recharge 5-6): The dragon head exhales a 60-foot cone of cold. Each creature in that area must make a DC 24 Constitution saving throw, taking 70 (20d6) cold damage on a failed save, or half as much damage on a successful one.
Poison Breath (Recharge 5-6): The dragon head exhales a 60-foot cone of poisonous gas. Each creature in that area must make a DC 24 Constitution saving throw, taking 70 (20d6) poison damage on a failed save, or half as much damage on a successful one.
Tail Swipe: The CHD can use its bonus action to make a tail attack against a creature within 15 feet. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage and the target must succeed on a DC 24 Strength saving throw or be knocked prone..
Opportunistic Retaliation: When a creature within 10 feet of the CHD that it can see hits it with an attack, the CHD can use its reaction to make one bite attack against the attacker with any of its heads.
Legendary Actions:
The CHD can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Chimera Hydra Dragon (CHD) is a terrifying and fearsome hybrid creature, combining the most powerful aspects of three monstrous beings: the multi-headed hydra, the fierce chimera, and the elemental dragon. Its gargantuan body is supported by four powerful, scaled legs, each ending in razor-sharp claws. Its body is covered in a mix of scales and fur, giving it an uncanny and grotesque appearance.
Each of the CHD's three heads is a testament to its hybrid nature. The central head is that of a fearsome dragon, with razor-sharp teeth and piercing eyes that seem to glow with a sinister intelligence. This head can unleash devastating breath attacks of fire, frost, or poison, depending on the dragon lineage from which it was created.
To the left of the dragon head is the head of a monstrous hydra, with massive, snapping jaws capable of regenerating with alarming speed. This head's regenerative abilities make it incredibly difficult to keep the creature down, as it recovers from injuries with unnatural swiftness.
Finally, the right head is that of a chimera, with the features of a lion, a goat, and a dragon, all blended together in a bizarre and twisted fusion. This head, while not as physically powerful as the others, has an unsettling, otherworldly aura, giving the CHD an air of malevolence and making it an even more horrifying foe.
The CHD's wings are broad and leathery, much like a dragon's, allowing it to fly with impressive speed and agility. Its long, sinuous tail is covered in bony spikes, which can be used as a weapon if the need arises. Despite its size and fearsome appearance, the CHD is stealthy and cunning, able to approach its prey undetected before launching a sudden, devastating attack
Lair and Lair Actions
Lair:
The Chimera Hydra Dragon's lair is typically found in a vast cavern, deep within a treacherous mountain range or hidden beneath the murky depths of a massive lake or swamp. The lair's entrance is often guarded by a combination of natural hazards and cunning traps, designed to deter would-be intruders and protect the beast's hoard of treasure.
The cavernous lair itself is filled with the stench of decay, with the bones and remains of previous victims scattered throughout. The walls of the lair are adorned with the remnants of the CHD's various conquests, including the skulls of defeated dragons, the rusted armor of fallen heroes, and other grim trophies. The floor of the lair is uneven and treacherous, with pools of acid, ice, and poisonous gas serving as additional hazards for any who dare to trespass.
Lair Actions:
On initiative count 20 (losing initiative ties), the Chimera Hydra Dragon can take a lair action to cause one of the following effects:
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Toxic Miasma: The CHD fills a 20-foot-radius sphere centered on a point it can see within 120 feet of it with a noxious, poisonous gas. The area is considered heavily obscured. Each creature that starts its turn in the area must succeed on a DC 20 Constitution saving throw or take 10 (3d6) poison damage and be poisoned until the start of its next turn. The miasma lasts until the CHD uses this lair action again or until the CHD dies.
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Eruption of Elements: The CHD chooses a point it can see within 120 feet of it. A sudden eruption of elemental power occurs at that point, affecting a 20-foot-radius sphere. Each creature in the area must make a DC 20 Dexterity saving throw, taking 21 (6d6) damage of fire, cold, or poison damage (CHD's choice) on a failed save, or half as much on a successful one.
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Tremor: The CHD causes a localized tremor to ripple through the ground within its lair. Each creature standing on the ground in a 40-foot-radius centered on a point it can see within 120 feet of it must succeed on a DC 20 Dexterity saving throw or be knocked prone.
The lair actions of the Chimera Hydra Dragon make it an even more formidable opponent when fought within its home territory, with the ability to control the battlefield and unleash powerful elemental attacks to keep its enemies on the defensive.
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