Lunar Frenzy. When the Blood Moon rises, the chimera enters a berserk state. While under a Blood Moon, the chimera gains advantage on attack rolls, its speed increases by 10 feet, and it regenerates 10 hit points at the start of its turn if it has at least 1 hit point remaining.
Triple-Maw Fury. The chimera has three heads—a lion, a goat, and a serpent—and can make three bite attacks in a single turn, one from each head.
Multiattack. The Bloodmoon Chimera makes three attacks: one with its lion’s bite, one with its goat’s horns, and one with its serpent’s fangs.
Lion’s Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) piercing damage. If the target is below half its hit point maximum, this attack deals an additional 7 (2d6) damage.
Goat’s Horns. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) bludgeoning damage. If the chimera moved at least 20 feet before attacking, the target must make a DC 15 Strength saving throw or be knocked prone.
Venomous Fangs. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 10 (2d4 + 5) piercing damage plus 14 (4d6) poison damage. The target must make a DC 15 Constitution saving throw or be poisoned for 1 minute. The poisoned creature takes 5 (1d10) poison damage at the start of each of its turns. It can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Fire Breath (Recharge 5–6). The goat head exhales a 30-foot cone of fire. Each creature in the area must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much on a success.
Comments