| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +5 |
| DEX | 10 | +0 | +0 |
| CON | 14 | +2 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 10 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Three Heads. Unless taking a long rest, at least one of the chimera's heads is awake at all times. It gains advantage on Wisdom (Perception) checks based on sight, smell, and sound.
Tooth. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.
Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage.
Tail. Melee Attack Roll: +3, reach 10 ft. Hit: 5 (1d6 + 2) Bludgeoning damage.
Goating Attack . When the chimera damages an enemy with a critical hit, it lets out a chilling bleat from its goat head. Until the start of the chimera's next turn, all damaged foes gain disadvantage on all attacks against any target other than the chimera.
Heal. (Bonded Only 1/day). If both members of a bonded pair are within 5 feet of one another, the companion may use it's bonus action to heal either bondmate or itself 3(1d6) hit points.
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