Chimera
Chimera, CR 6
STR
18
+4
DEX
11
+0
CON
18
+4
INT
2
-4
WIS
15
+2
CHA
9
+0
Special Abilites
Three-Headed. The chimera has Advantage on Wisdom (Perception) checks and on saving throws against being Blinded, Charmed, Deafened, Frightened, Stunned, or knocked Unconscious.
Actions
Multiattack. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns. Bite. Melee Attack: 1d20+7 to hit, reach 5 ft., one target. Hit: 11 ( 2d6+4 ) Piercing Damage. Horns. Melee Attack: 1d20+7 to hit, reach 5 ft., one target. Hit: 10 ( 1d12+4 ) Bludgeoning Damage. Claws. Melee Attack: 1d20+7 to hit, reach 5 ft., one target. Hit: 11 ( 2d6+4 ) Slashing Damage. Fire Breath (Recharge 5–6). The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 ( 7d8 ) Fire Damage on a failed save, or half as much damage on a successful one.
Legendary Actions
The chimera can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The chimera regains spent epic actions at the start of its turn. Bite, Horns, or Claws Attack. The chimera makes one bite, horns, or claws attack. Flying Pounce (Costs 2 Actions). The chimera flies up to 30 feet and makes a bite, horns, or claws attack. If the target is hit, it must succeed on a DC 15 Strength or Dexterity saving throw (target's choice) or be knocked Prone. The chimera then lands in the nearest unoccupied space of its choice. Whirlwind Fire (Costs 3 Actions). The dragon head exhales fire in a 10 foot radius. Each creature in that area must make a DC 15 Dexterity saving throw, taking 18 ( 4d8 ) Fire Damage on a failed save, or half as much damage on a successful one.
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