Large Undead, Unaligned
Armor Class 16
Hit Points 150 (16d10 + 64)
Speed 40 ft., Climb 40 ft.
STR
22 (+6)
DEX
14 (+2)
CON
18 (+4)
INT
3 (-4)
WIS
14 (+2)
CHA
5 (-3)
Damage Resistances Necrotic
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 100ft, Passive Perception 12
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Three Heads.

The Chimera has advantage on Perception checks and saving throws against being blinded, deafened, stunned.

Bone Rattle Aura.

Creatures within 10 ft have disadvantage on concentration.

Undead Fortitude.

When reduced to 0 HP, make a Con save (DC 5 + damage taken). On success, drop to 1 HP instead.

 

Actions

Multiattack.

Makes three attacks: one bite from each head.

Bite.

+8 to hit, 10 ft
Hit: 16 (2d8 + 6) piercing.

Tail Sweep (Recharge 5–6).

Creatures in a 15 ft cone must make DC 16 Dex save or take 21 (5d6 + 4) bludgeoning and be knocked prone.

 

Bonus Actions

none

Reactions

Bite.

+8 to hit, 10 ft
Hit: 16 (2d8 + 6) piercing.

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

This towering undead monster looks like three skeletal cats fused together—three snarling skulls atop one massive ribcage, each pair of eyes burning with ghostly flame.
Its spine rattles with every movement, segments clicking like chimes made of bone. Its tail is a whip of vertebrae, dripping necrotic mist.
When it moves, it does so with an eerie grace—silent, except for the faint grinding of bones.
It watches its prey from multiple angles at once, each head tracking a different target, each mouth twitching as though eager to bite.

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.

Monster Tags: undead

ctrivenbark

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