Abomination's Ruinous Physique. The Chimera regains 10 hit points at the start of its turn. If the Chimera takes radiant damage, in regains no hit points at the start of its next turn. The Chimera dies only if it is reduced to 0 hit points by radiant damage or takes radiant damage while at 0 hit points.
Abominous Resistance. The Chimera has advantage on saving throws against spells and other magical effects.
Unstoppable Beast. The Chimera can move through the spaces of Large or smaller creatures, and, when it does, they must make a DC 16 Strength saving throw or fall Prone.
Multiattack. The Chimera makes 5 attacks: one with its Bite, two with its Claws, and two with its Spit.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 27 (4d10+5) piercing damage. If the target is a Medium or smaller creature, it is Grappled (escape DC 16). Until this grapple ends, the target is Restrained, and the Chimera can't bite another target.
Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6+5) slashing damage.
Spit. Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 10 (3d6) acid damage.
Leap (4/Day). The Chimera braces itself and jumps to an unoccupied space within 50 feet of it. All creatures within 5 feet of where it lands must make a DC 16 Strength saving throw or take 5 (1d10) bludgeoning damage and fall Prone.
Vengeful (4/Day). As a reaction to taking 20 or more damage in a single instance, the Chimera can move up to its full speed directly towards the source of the damage and make one melee weapon attack.
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