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Multi-Headed Instincts:
The chimera cub has advantage on Wisdom (Perception) checks and saving throws against being blinded, deafened, stunned, or knocked unconscious. -
Unstable Flight:
The chimera cub's flight is unsteady due to its underdeveloped wings. If the chimera cub takes damage while flying, it must succeed on a DC 12 Dexterity saving throw or fall prone. -
Magical Heritage:
The chimera cub's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 8 (1d10 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing damage.
Flame Breath (Recharge 5–6).
The chimera cub exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 13 (3d8) fire damage on a failed save, or half as much damage on a successful one.
Description
The Chimera Cub is a juvenile version of the legendary three-headed monstrosity, still learning to balance the ferocious instincts and capabilities of its three distinct heads. While not as powerful as its fully grown counterpart, it possesses a blend of draconic, leonine, and caprine traits, making it a dangerous foe in its own right. The Chimera Cub’s inexperience is evident in its somewhat erratic behaviour, but its untamed ferocity and magical heritage still make it a formidable adversary.
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