Standing Leap. The lighting chimera's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Petrifying Gaze. If a creature starts its turn within 30 feet of the lighting chimera and the two of them can see each other, the lighting chimera can force the creature to make a DC 12 Constitution saving throw if the lighting chimera isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the lighting chimera until the start of its next turn, when it can avert its eyes again.
If it looks at the lighting chimera in the meantime, it must immediately make the save. If the lighting chimera sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.
Multiattack. The lighting chimera makes three attacks: three with its bite, one with each bite and one with its lighting breath in place of a bite if it is available.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) poison damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) lightning damage.
Lightning Breath (Recharge 5–6). The lighting chimera exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Deadly Leap. If the lighting chimera jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the lighting chimera's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the lighting chimera's space.
Description
A lighting chimera is a vile combination of Bulette, Basilisk, and dragon, and features the heads of all three of those creatures. It likes to swoop down from the sky and engulf prey with its lighting breath before landing to attack.
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