Amphibious. The chimera can breathe air and water.
Blood Frenzy. The chimera has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Multiattack. The chimera makes four attacks: two with its claws, one with its crocodile bite or shark bite, and one with its tail.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, and the target is grappled (escape DC 11). The chimera has two claws each of which can grapple only one target.
Crocodile Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile head can't bite another target.
Shark Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (3d10 +4) piercing damage.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile head. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Description
This chimera is a vile combination of giant crab, giant crocodile, and giant shark. It has the legs of a crab branching out from under a shark's body with the tail of a crocodile. It has two claws it can use to attack and to grab things. It has two heads, a shark head and a crocodile head. Thanks to its crab legs it can go on land, however, it prefers to be in the ocean.
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