Armor Class 13 Natural
Hit Points 114 (12d10)
Speed 50 ft.
STR
22 (+6)
DEX
12 (+1)
CON
18 (+4)
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +4
Senses Darkvision 60ft, Passive Perception 14
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Charge. If the chimera moves at least 20 feet straight toward a target and then hits it with an attack on the same turn, the target takes an extra 7 (2d6) damage per attack. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Keen Sight and Smell. The chimera has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions

Multiattack. The chimera makes three attacks: one each with ram, gore, and claws.

Ram. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage.

Gore. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage.

Description

This chimera is the undisputed master of the arctic tundra. With a moose head and an ox head flanking a gigantic owlbear head, it stands over 10 feet high at the shoulder. The front half of its stocky body is feathered, with vicious claws at the end of its limbs, while the back half is covered in a thick layer of brown fur and features hooves.

They tend to roam in herds of 10-12, protecting their calves with extreme prejudice. Typically the moose and ox heads will graze or dig up tubers while the owlbear head stands at attention. The herds typically move cautiously away from danger, but when provoked will stampede over their aggressors. 

Habitat: Arctic

PreposterousFox

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