Huge Construct, Chaotic Neutral
Armor Class 18
Hit Points 210 (20d12 + 80)
Speed 40 ft.
STR
20 (+5)
DEX
16 (+3)
CON
20 (+5)
INT
6 (-2)
WIS
14 (+2)
CHA
7 (-2)
Saving Throws DEX +8, WIS +7
Damage Resistances Fire, Lightning, Psychic
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60ft, Passive Perception 12
Languages Common Understands Common, Cannot Speak.
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Mechanical Nature. The chimera does not need to eat, drink, breathe, or sleep.

Adaptive Glint Core. The chimera cycles through three dominant heads every round at initiative 20 (loses ties) (Lion → Serpent → Goat). Each active head determines its elemental aspect, Legendary Action, and malfunction effect.

Pain Echo Core. Whenever the Chimera uses a Legendary Action or is critically hit, it emits a low, pained mechanical whine. PCs who succeed on a DC 14 Insight check realize it is not merely glitching—it is suffering.

Malfunction Surge. After using a Legendary Action, the Chimera must roll a d6. On a 1–3, it malfunctions until the end of its next turn. While malfunctioning, it is stunned and begins to twitch or whimper in mechanical distress. 

Energy Feedback Core Aura – While malfunctioning, the Chimera’s core discharges static. Each creature within 10 ft. must take 1d6 lightning damage instantly.
Make a DC 14 con save at the start of their turn. On a fail their muscles seize, and their movement speed is halved, on a success they resist the effect.

Actions

 Multiattack. The chimera makes three attacks: one with its lion bite, one with its goat ram, and one with its serpent tail.

Lion’s Bite (Cinderwick). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 6) piercing damage plus (2d8) fire damage.

Goat’s Ram (Whorlroot). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 5) bludgeoning damage. The target must succeed on a DC 15 Strength save or be knocked prone.

Serpent’s Tail (Gloamhollow). Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) piercing damage and 9 (4d6) poison damage. On a failed DC 14 Con save, the target is poisoned until the end of its next turn.

Legendary Actions

The Clockwork Chimera can take 2 Legendary Actions per round, only one at a time and only at the end of another creature’s turn. After a Legendary Action is used, it triggers Malfunction Surge.

Cinderwick (Lion Head Active)

Molten Roar. The Chimera unleashes a burst of heated steam in a 15-ft cone. Each creature in the area must make a DC 16 Dex save or take 14 (4d8) fire damage, or half on success.
Malfunction: The lion head whines and droops, smoke hissing from its ears. It becomes unable to use its bite attack until the end of its next turn.

Gloamhollow (Serpent Head Active)

Hiss of Memory. The serpent's eyes glow a soft violet. One creature that can hear it must succeed on a DC 14 Wisdom save or become haunted by a brief, vivid memory (DM’s choice—can be eerie or nostalgic). The creature is stunned until the end of its next turn. Malfunction: The serpent’s neck coils in on itself in distress. It takes 10 psychic damage and loses its next reaction.

Whorlroot (Goat Head Active)

Static Discharge. The goat crackles with chaotic electricity. One creature within 30 ft. must make a DC 15 Constitution save or be shocked for 3d8 lightning damage and have disadvantage on their next attack. Malfunction: Sparks fly from the goat's mechanical horns. It lets out a distorted “MaaAAaa” and collapses, knocking itself prone.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Fellen

Comments

Posts Quoted:
Reply
Clear All Quotes