Large Monstrosity, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 126 (12d10 + 60)
Speed 30 ft., Fly 60 ft.
STR
20 (+5)
DEX
15 (+2)
CON
20 (+5)
INT
6 (-2)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws DEX +7, CHA +6
Skills Perception +8
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 18
Languages Understands Draconic but can’t speak
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

 Sure-Footed: The chimera has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
 

Charge: If the chimera moves at least 20 ft. straight toward a target and then hits it with a horns attack on the same turn, the target takes an extra 4 (1d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Keen Smell: The chimera has advantage on Wisdom (Perception) checks that rely on smell.

Pounce: If the chimera moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the chimera can make one claws attack against it as a bonus action.

Legendary Resistance (3/Day). If the chimera fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Horns. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Fire Breath (Recharge 5–6). The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

 

Chimera can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Chimera regains spent legendary actions at the start of their turn.
  • Detect.The chimera makes a Wisdom (Perception) check.
  • Wing Attack (Costs 2 Actions).The chimera beats its wings. Each creature within 10 ft. of the chimera must succeed on a DC 16 Dexterity saving throw or take 11 (2d6 + 5) bludgeoning damage and be knocked prone. The chimera can then fly up to half its flying speed.
 

 

Description

A chimera is a vile combination of goat, lion, 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 fiery breath before landing to attack.

Previous Versions

Name Date Modified Views Adds Version Actions
4/1/2024 8:31:56 AM
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1
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Coming Soon

Monster Tags: monstrosity

Habitat: GrasslandHillMountainUnderdark

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