Innate Spellcasting. The astral chimare innate spellcasting ability is Charisma (spell save DC 18, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: detect magic, magic missile
2/day each: plane shift (self only), flame strike, sleep
Magic Resistance. The astral chimare has advantage on saving throws against spells and other magical effects.
Multiattack. The chimera makes three attacks: one with its bite, two with its claws. When its banishment breath is available, it can use the breath in place of its bite
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (6d6 + 8) radiant damage.
Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: (4d8 + 12) slashing damage.
Etherealness. The Astral Chimera magically enters the Ethereal Plane from the Material Plane, or vice versa.
Banishment Breath (Recharge 5–6). The astral chimare exhales divine light in a 30--foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking (10d8) radiant damage on a failed save, or half as much damage on a successful one
All creatures that failed the saving throw must make a charisma DC 18 saving throw on a failed save the creature is banishment to Ethereal plane and can't return for a day
Undead, fiends and aberrations have disadvantage on this saving throw
Description
The Astral Chimera were made to hunt unnatural evils by the gods
Are known to ask adventurer's for help with monsters they can't handle themselves
Comments