- 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.
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.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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.
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