| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 14 | +2 | +2 |
| CON | 22 | +6 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 3 | −4 | −4 |
| WIS | 12 | +1 | +1 |
| CHA | 6 | −2 | −2 |
Fey Synergy. The Chimera gains +2 to attack rolls and +2d6 damage if within 30 ft. of the Fey Knight Commander.
Multiheaded Coordination. Each head can attack independently. Only one head can use a breath weapon per turn.
Magic Resistance. Advantage on saving throws against spells and magical effects.
Multiattack. The Chimera makes three attacks: one with each head (lion, dragon, serpent).
Lion Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 2d10 + 5 piercing damage.
Dragon Breath (Recharge 5–6). 30-ft cone of fire. Each creature in the area must succeed on a DC 17 Dex save or take 6d6 fire damage, half on a success.
Serpent Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 1d8 + 5 piercing damage plus 3d6 poison damage; target must succeed on DC 17 Con save or be poisoned for 1 minute.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 2d8 + 5 slashing damage.
Description
A nightmare beast with the body of a lion, the wings of a dragon, and a serpent’s venomous tail. Its scales glint in multiple hues, and each head moves independently, snarling and snapping at any threat. Fire, acid, and raw claws combine into a terrifying display of elemental destruction. Even the most seasoned warriors hesitate when the chimera takes to the air.
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