Huge Swarm of Tiny beasts, Chaotic Evil
AC 16    Initiative +2 (12)
HP 207 (18d12 + 90)
Speed 30 ft.
Mod Save
STR 20 +5 +9
DEX 15 +2 +2
CON 20 +5 +9
Mod Save
INT 3 −4 −4
WIS 14 +2 +2
CHA 13 +1 +1
Skills Athletics +9, Perception +10, Stealth +6
Immunities Acid, Poison; Frightened, Poisoned, Restrained
Senses Darkvision 120ft, Tremorsense 30ft; Passive Perception 20
Languages Understands Common and Undercommon but can't speak
CR 11 (XP 7,200; PB +4)
Traits

Swarm Body. Tiny rats constantly crawl over the Rat Chimera's body. A creature that starts its turn within 5 feet of the chimera takes 5 (1d10) piercing damage.

Diseased Charge. If the chimerats moves at least 20 feet straight toward a creature before hitting it with a Bite or Claw attack, the target takes an extra 7 (2d6) piercing damage and must succeed on a DC 16 Strength save or fall prone.

Massive Beast. The Rat Chimera's melee attacks deal one additional damage die.

 

Actions

Multiattack. The Rat Chimera makes three attacks: one Bite, one Claw, and one Tail. Instead of the Bite, it may use Rat Breath if available.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft. Hit: 18 (3d8 + 5) piercing damage. The target must succeed on a DC 16 Constitution saving throw or become Diseased. A diseased creature cannot regain hit points and takes 7 (2d6) poison damage at the start of each of its turns. It repeats the save at the end of each turn.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft. Hit: 15 (3d6 + 5) slashing damage.

Rat Tail. Melee Weapon Attack: +9 to hit, reach 15 ft. Hit: 15 (3d6 + 5) bludgeoning damage. If Large or smaller, the target is grappled (escape DC 16). While grappled, it is restrained.

Rat Breath (Recharge 5–6). The swollen plague sac on its back bursts open. Creatures in a 30-foot cone must make a DC 16 Constitution saving throw. On a failure, they take 31 (7d8) poison damage and become Diseased (see Bite). On a success, they take half damage and no disease.

Call the Vermin (Recharge 6). The Rat Chimera emits a horrifying screech. Every creature within 30 feet must succeed on a DC 16 Wisdom saving throw or become frightened until the end of its next turn. Afterward, 2 Piper Swarms of Rats Variant emerge from cracks in the ground and act immediately after the Chimera. Only 2 Swarm that can appear on the field.

Bonus Actions

Rat Leap(can only be used when recharged). Chimerats jump 30ft to the nearest target without triggering an opportunity attack. the target must succeed a DC 16 dexterity saving throw. on failure, the target takes 21 (6d6) +10 slashing damage and becomes prone, on success they only take half damage.

Reactions

Swat. The Rat Chimera adds +4 AC against one melee attack that would hit.

Abhrams_Senryuu

Comments

Posts Quoted:
Reply
Clear All Quotes