Multiattack. The chimera makes four attacks: one with its bite, one with its horns, one with its claws, and one with its fangs. When its fire breath is available, it can use the breath in place of its bite or horns.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Fangs. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 2 (1d4) piercing damage and the target must make a DC 15 Constitution saving throw, taking 27 (6d8) poison damage on a failed save, or half as much on a successful one.
Fire Breath (Recharge 5–6). The dragon head exhales fire in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.
Indomitable (3/Day). The chimera can reroll a saving throw it fails. It must use the new roll.
The 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. The dragon regains spent legendary actions at the start of its turn.
Detect. The chimera makes a Wisdom (Perception) check.
Bite Attack. The chimera makes a bite attack.
Wing Attack (Costs 2 Actions). The chimera beats its wings. Each creature within 10 feet of the chimera must succeed on a DC 15 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The chimera can then fly up to half its flying speed.
Description
An alpha chimera is a vile combination of goat, lion, dragon, and serpent, and features the heads of all four of those creatures.
Previous Versions
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