Amphibious. The Sea Chimera can breathe air and water.
Multiattack. The chimera makes three attacks: one with its shark bite, one with its turtle bite, and one with its tentacles (or octopus bite). When its steam breath is available, it can use the breath in place of its turtle bite.
Shark Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Turtle Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Tentacles. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the Sea Chimera can't use its tentacles on another target. On the turn following a successful grapple, the Sea Chimera will pull the creature to the Octopus beak for a bite attack.
Octopus Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) Piercing damage. Can only be used if a target is grappled by the tentacle.
Steam Breath (Recharge 5–6). The turtle head exhales fire in a 15--foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.
Description
A Sea Chimera is a vile combination of shark, octopus, and dragon turtle, and features the heads of all three of those creatures. It likes to pursue its prey and wait till one of the prey breaks from the pack and becomes isolated. The Sea Chimera will engulf its prey with its fiery steam breath before closing to attack.
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