Large Monstrosity, Chaotic Evil
Armor Class 12 (natural armor)
Hit Points 70 (8d10 + 26)
Speed 30 ft., fly 60 ft.
STR
17 (+3)
DEX
11 (+0)
CON
19 (+4)
INT
3 (-4)
WIS
12 (+1)
CHA
10 (+0)
Skills Perception +8
Senses Darkvision 60 ft., Passive Perception 18
Languages Understands Draconic but can't speak it
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the beast takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Multiattack. The chimera makes three attacks: one with its beak, one with its tusks, and one with its claws. When its fire breath is available, it can use the breath in place of its beak/bite or tusks.

Beak/bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Acid Breath (Recharge 6). The dragon head exhales acid in a 15-­foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one.

Description

A chimera is a vile combination of Boar, eagle and dragon, and features the heads of all three of those creatures. It likes to swoop down from the sky and engulf prey with its fiery breath before landing to attack.

Habitat: GrasslandHillMountainUnderdark

humantheharry

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