Ferocity. If a companion isn’t incapacitated at the start of their and their caregiver’s turn, their ferocity increases by 1d4 + the number of enemies the companion can see or hear within 5 feet of them. For the purpose of increasing ferocity, a group of creatures who share a single stat block (such as a swarm of rats) counts as one creature. Ferocity increases round after round during combat, and there is no maximum to the level of ferocity a companion can gain. One ferocity action can be used in combination with a normal action of a companion's turn or a Caregivers turn.
To prevent a companion from entering a dangerous rampage, a caregiver has several options at their disposal for reducing the creature’s ferocity.
Ferocity Actions. Each companion has three actions in their stat block that cost ferocity to use. To use one of these ferocity actions, the caregiver’s character level must be equal to or greater than the ferocity action’s level, and the companion must spend the necessary amount of ferocity before they use the action. If the companion doesn’t have enough ferocity to spend, they can’t use the action.
Ferocity actions always use the companion’s action, meaning they can’t be used as part of an Opportunity Attack. Ferocity actions can’t be used while a companion is in a rampage.
End of Combat. When a combat encounter involving a companion ends and the companion isn’t dying, the companion regains hit points equal to their ferocity, and their ferocity drops to 0. The GM determines when a combat encounter ends, typically at the point when creatures stop acting in initiative order.
Rampage. After rolling to increase ferocity at the start of their turn, if a companion has 10 ferocity or more and isn’t incapacitated, they run the risk of entering a rampage. The companion’s caregiver can make a Wisdom (Animal Handling) check (no action required) to try to stop the companion from entering a rampage. To make the check, the caregiver must not be incapacitated, and the companion must be able to see or hear the caregiver. The DC for the check equals 5 + the companion’s ferocity. On a success, the companion acts normally on their turn. On a failure, or if the caregiver doesn’t make the check, the companion enters a rampage.
When a companion enters a rampage, they immediately move up to their speed toward the nearest creature they can sense and attack that creature with their signature attack, dealing extra damage equal to half their ferocity if the attack hits. If at least one ally and one enemy are nearest and equidistant to the companion, the caregiver’s player rolls any die. On an odd number, the companion attacks an ally. On an even number, the companion attacks an enemy. The caregiver’s player determines which specific equidistant ally or enemy the companion engages (and can choose their own character if they wish).
A companion who can’t reach a creature to attack while in a rampage uses the Dash action to move as far as they can toward the nearest creature they can sense. If a companion can’t sense any potential targets, they move as far as they can in a random direction determined by the GM, avoiding danger.
When a companion who has entered a rampage resolves their action or ends their turn, their ferocity drops to 0 and they’re no longer in a rampage.
Multiattack. The chimera makes three Signature Bite attacks. They can replace one attack with a Lion’s Toss attack or a use of Dragon’s Eruption, if available.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Lion’s Toss. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage, and the target must succeed on a DC 15 Strength saving throw or be moved up to 20 feet in any direction.
Dragon’s Eruption (Recharge 6). The chimera spits a volcanic explosion at a point they can see within 120 feet of them. Each creature in a 10-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one.
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1st Level: Ram’s Defense (2 Ferocity). The chimera makes a signature attack. On a hit, the attack imposes disadvantage on the target’s next attack roll made before the start of the chimera’s next turn.
3rd Level: Lion’s Leap (5 Ferocity). The chimera moves up to half their speed without provoking opportunity attacks. If they end this movement on the ground, each creature within 5 feet of them must succeed on a DC 10 plus PB Strength saving throw or be knocked Prone.
5th Level: Volcanic Blow (8 Ferocity). The chimera spits an explosion of fire at a point they can see within 60 feet of them. Each creature in a 10-foot-radius sphere centered on that point must make a DC 10 plus PB Dexterity saving throw, taking PBd6 fire damage on a failed save, or half as much damage on a successful one.
Roar. Each enemy who can hear the chimera and is within 60 feet of them must succeed on a DC 13 Wisdom saving throw or be frightened of the chimera for 1 minute (save ends at end of turn). If a creature succeeds on a saving throw against this effect or if the effect ends for them, the creature is immune to the chimera’s Roar for the next 24 hours.
Ram’s Defiance. When a creature within 30 feet of the chimera misses them with an attack, the chimera can move up to half their speed in a straight line toward the creature. If the chimera ends this movement within 5 feet of the creature, the creature must succeed on a DC 15 Strength saving throw or be knocked prone.
Description
Massive flexing claws. Lashing draconic tail. Nimble leathery wings. And not one, but three menacing heads: a snarling lion, a helix-horned ram, and a dragon with fire sparking in its throat. Many see the chimera as an aggressor, but few know its origins as a divine guardian. This Chimera has tendencies of going towards fulfilling its rampage if too excitable during combat or when not handled correctly by its Caregiver. An MCDM Homebrew for more difficult challenges that grow with the Beast master.
The First Chimera. The first chimera was a gift. A deity gave a devout queen this young guardian—one with the intelligence of a dragon, the bravery of a lion, and the tenacity of a ram. The queen raised the chimera to be a strong protector of not just her person, but of her people, who loved the chimera and their ruler. But neighboring lands feared the monstrosity. As a conquering force swept into the land, their first defilement of peace was slaughtering the chimera.
The queen’s resulting fury was said to be felt by the gods. As she screamed, a nearby volcano erupted, spewing basalt and chimeras over the land. With fiery might, the chimeras overtook the opposing army and dispersed. Each found a new territory and claimed the role of divine protector over that place, its inhabitants, and its treasures.
Fiercely Faithful. When a chimera acts as a guardian, almost nothing can shake that loyalty. They are viciously territorial over objects, creatures, and founts of magic they defend. Even when the charges they defend turn wicked, chimeras remain faithful, willing to lay down their lives.
Corrupted Loyalty. Mortals who earn a chimera’s trust can tempt and train the monstrosity to bring out the worst of their three parts: a dragon’s greed, a lion’s pride, and a goat’s stubbornness. Such chimeras happily serve evil mortals.
Tactical Warriors. Chimeras have many ways to keep themselves and their charges from being cornered. The lion head snaps up enemies in massive jaws and hurls them away, the ram head pummels them to the ground, and the dragon head bathes them in fire. The sound of the three heads crying together can shake even the most stalwart warriors.
One Being, Three Heads. Unlike many other multiheaded creatures, a chimera has a single mind. Their heads work together, never snapping at one another over food, favors, or personality conflicts. The heads often express the chimera’s emotions in unison, braying together in times of battle or purring all at once to show affection.
PROTECTOR VARIANT
If you want to use the chimera as a bodyguard for another creature, you can add this trait to their stat block:
Protector. The chimera is divinely bound to another creature, who is their charge. When the chimera and their charge are on the same plane, the charge can telepathically communicate with the chimera, and the chimera knows the distance and direction to the charge. If the chimera is within 60 feet of the charge, half of any damage the charge takes (rounded up) is transferred to the chimera.
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Posted Jun 2, 2024Combination of the Chimera for MCDM and the companion statblock for more interesting combats. Allows for the Ferocity actions to be used with normal player or Chimera actions as long as ferocity is accrued. If ferocity is not allowed at your table then the remaining stats are still applicable for chimeras and Rampage/ferocity can be ignored. All in one statblock.