Armor Class 16 Natural
Hit Points 300 (24d12 + 120)
Speed
STR
20 (+5)
DEX
20 (+5)
CON
15 (+2)
INT
3 (-4)
WIS
3 (-4)
CHA
15 (+2)
Damage Immunities Poison, Psychic
Senses Passive Perception 15
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

- Regeneration: The Chimydriffin Skeleton regains 20 hit points at the start of its turn if it has at least one of its heads.
- Multi-Headed: The Chimydriffin Skeleton has five heads. For each head the Chimydriffin Skeleton loses, it loses one of its attacks and an amount of hit points equal to the head's hit point maximum. The Chimydriffin Skeleton dies if it loses all its heads.

Actions

 Multiattack: The Chimydriffin Skeleton can use its Frightful Presence. It then makes a number of attacks equal to the number of heads it has remaining: one with its bite, one with its gore, one with its claws, and one with its tail.
- Bite: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 24 (2d10 + 13) piercing damage plus 14 (4d6) necrotic damage.
- Gore: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (2d8 + 13) piercing damage plus 14 (4d6) necrotic damage.
- Claws: Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 20 (2d6 + 13) slashing damage plus 14 (4d6) necrotic damage.
- Tail: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 22 (2d8 + 13) bludgeoning damage plus 14 (4d6) necrotic damage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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 Chimydriffin Skeleton is a fearsome monster that combines the features of a hydra, chimera, griffin, and skeleton. Its body is a patchwork of bones, its wings are tattered and torn, and its many heads snap and snarl in different directions. Its roar echoes through the halls of ancient tombs, warning all who dare to enter of the danger that awaits.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Hestia325

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