| Mod | Save | ||
|---|---|---|---|
| STR | 21 | +5 | +9 |
| DEX | 14 | +2 | +2 |
| CON | 18 | +4 | +8 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 14 | +2 | +2 |
| CHA | 12 | +1 | +1 |
-
Echo of the Hunter. This creature carries the legacy of its ancestors. While it has at least half of its maximum hit points, it has advantage on Wisdom (Perception) checks and its flight speed is doubled.
-
Phantom Resurgence. If this creature is destroyed, its spirit lingers. While in spirit form, it can choose one fallen ally that has perished in the current battle and return it to the field with full hit points. Once this effect is used, the spirit is fully consumed and cannot return until the next dawn.
-
Balanced Might. The creature strikes with significant physical force (2100 ATK) while maintaining a solid defensive stance (1800 DEF).
-
Multiattack. The creature makes three attacks: one with its Goring Horn, one with its Talons, and one with its Snapping Bite.
-
Goring Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
-
Talons. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
-
Snapping Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
-
Mind Drain (Recharge 6). The creature unleashes a psychic howl that taxes the mental reserves of its enemies. One target within 30 feet must succeed on a DC 15 Intelligence saving throw or lose one of its random available features or spell slots until the end of its next turn.
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 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
Chimera the King of Phantom Beasts is a versatile apex predator that acts as a guardian for its territory. It uses its high mobility to dive-bomb targets, employing Mind Drain to shut down magical or tactical defenses before engaging with its horns and talons. If the battle turns south, its Phantom Resurgence serves as a final, spiteful tactical move to ensure an ally continues the fight in its stead.
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.
Comments