Master of Chimeras:
The Circus Chimera Master commands chimeras with ease. As a bonus action, the Chimera Master can command one chimera under his control to take the Attack action or move up to its speed. The chimera has advantage on attack rolls if the Chimera Master is within 30 feet of it.
Beastcaller (3/day):
The Chimera Master can call forth up to two chimeras from the following list:
- Flesh-Eating Bunny Chimera (CR 3)
- Phantom Kitten Chimera (CR 4)
- Nightmare Foal Chimera (CR 4)
These chimeras fight alongside the master, acting on their own initiative. Each chimera can be summoned once per encounter, and after being reduced to 0 hit points, they cannot be resummoned during that combat.
Multiattack:
The Circus Chimera Master makes two attacks with his Chimera Lash.
Chimera Lash. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a creature, it must succeed on a DC 15 Wisdom saving throw or be frightened of the Chimera Master until the end of its next turn.
Command Chimera (Recharge 5-6):
The Chimera Master commands all chimeras within 60 feet to make a bite or claw attack as a reaction. These attacks have advantage and deal an extra 1d6 damage.
The Chimera Master 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 Chimera Master regains spent legendary actions at the start of his turn.
- Lash Strike: The Chimera Master makes one attack with his Chimera Lash.
- Roar of the Chimera (Costs 2 Actions): The Chimera Master commands one chimera to let out a ferocious roar. All enemies within 30 feet of the chimera must make a DC 14 Wisdom saving throw or be frightened for 1 minute. They can repeat the saving throw at the end of each of their turns.
- Command the Beast (Costs 3 Actions): The Circus Chimera Master compels one of his chimeras to take an immediate action, such as making an attack, moving, or using a special ability.
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