Medium Monstrosity, Any Alignment
Armor Class 20 Natural Armor
Hit Points 315 (40d8 + 155)
Speed 60 ft.
STR
24 (+7)
DEX
21 (+5)
CON
18 (+4)
INT
18 (+4)
WIS
20 (+5)
CHA
22 (+6)
Saving Throws STR +14, DEX +12, WIS +12
Damage Resistances All
Senses Darkvision 120 ft, Passive Perception 15
Languages All
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Tough. Your hit point maximum increases by an amount equal to twice your challenge level. Your hit point maximum increases by an additional 2 hit points every level.

Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you

Danger Sense. you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Stunning Strike. When you hit with a melee weapon attack, you can make the target stunned until the end of your next turn if it fails a DC 20 CON save.
Open Hand Technique. Whenever you hit with one of your Flurry of Blows attacks, you can impose one of the following effects on that target: fall prone if it fails a DC 20 DEX save, get pushed up to 15 ft. if it fails a Dc 20 STR save, or it can't take reaction until the end of your next turn.
Actions

Tail Whip. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 13 (2d6 + 7);  bludgeoning damage. Target must make a DC 22  Str Saving Throw or be knocked prone.

Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit: 8 (1d8 + 7); bludgeoning damage.

Bonus Actions

Superior Terrifying Presence. Each target creatures within 300 ft must succeed on a DC 21 Wis Saving Throw or become Frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. Chimera King can repeat this action on the same targets; targets that failed must roll with disadvantage.

Unarmed Strike. When you use the Attack action with an unarmed strike on your turn, you can make another unarmed strike as a bonus action.

Flurry of Blows. After you take the Attack action on your turn, you can make two unarmed strikes as a bonus action.

Reactions

Constricted. Tail Attack: Target creature makes a DC 22 Str Saving Throw or be constricted taking 2d8. While constricted target takes additional d8 each turn. Target can make a Str Saving Throw to be freed or Chimera King has taken damage. Once released target is knocked prone.

Deflect Missiles. You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 +15. If you reduce damage to 0 and have a free hand, you can make a ranged attack with a range of 20/60.

MrDrKoala

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