Chimera

- Size: Large
- Type: Monstrosity
- Alignment: Chaotic Evil
- AC: 14
- Initiative: +0(10)
- HP: 114(12d10+48)
- Speed: 30 ft, Fly 60 ft .
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 19 | +4 | +4 |
| Dex | 11 | +0 | +0 |
| Con | 19 | +4 | +4 |
| INT | 3 | -4 | -4 |
| Wis | 14 | +2 | +2 |
| CHA | 10 | +0 | +0 |
- Skills: Perception +8
- Senses: Darkvision 60 ft.; Passive Perception 18
- Languages: Understands Draconic but can't speak
- CR: 6 (XP 2,300; PB +3 )
Actions
Multiattack. The chimera makes one Ram attack, one Bite attack, and one Claw attack. It can replace the Claw attack with a use of Fire Breath if available.
Bite. Melee Attack Roll: +7 , reach 5 ft . Hit: 11 (2d6 + 4) Piercing damage, or 18(4d6+4) Piercing damage if the chimera had Advantage on the attack roll.
Claw. Melee Attack Roll: +7 , reach 5 ft . Hit: 7 (1d6 + 4) Slashing damage.
Ram. Melee Attack Roll: +7 , reach 5 ft . Hit: 10 (1d12 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition.
Fire Breath (Recharge 5-6). Dexterity Saving Throw: DC 15, each creature in a 15 -foot Cone. Failure: 31 (7d8) Fire damage. Success: Half damage.
Lore & Background
Chimeras are abominations born from magical experimentation, combining the features of lion, goat, and dragon into a single terrifying creature. These beasts possess three heads, each with its own personality and instincts, creating internal conflicts that make them unpredictable and dangerous. They are the result of ancient magical experiments or divine curses.
The three heads represent different aspects of the creature's nature: the lion head is aggressive and prideful, the goat head is cunning and cruel, and the dragon head is arrogant and magical. This creates a constant internal struggle for dominance that manifests in erratic behavior.
Combat Tactics
Chimeras are versatile combatants who can attack with claws, bite, and fire breath simultaneously. They prefer aerial combat where their flight provides advantages, using their fire breath to soften enemies before closing for melee combat. The three heads can focus on different targets or coordinate attacks on single dangerous foes.
Encounter Ideas
The Territorial Beast: A chimera has claimed a mountain pass as its territory, attacking travelers and demanding tribute from those who wish to pass safely.
The Magical Experiment: Scholars seek to study the chimera's unique nature, requiring the party to capture rather than kill the dangerous creature.
The Three Curses: Each head of the chimera is bound by a different curse, and breaking all three requires separate quests and different approaches.
The Flying Terror: The chimera's aerial attacks on a farming community have driven people indoors, threatening the harvest season.
Environmental Effects
- Territorial Markings: Burned and clawed trees mark the boundaries of the chimera's domain
- Fear Aura: Local wildlife avoids the area, creating an unnatural silence
- Scorched Earth: Fire breath attacks leave lasting burn marks on the landscape
Treasure
Mixed Hoard: The chimera's three different natures lead to an eclectic collection of treasures including coins, magical items, and trophies.
Elemental Components: Parts of the chimera's body can be harvested for fire-related magical components.
Plot Hooks
The Split Personality: One of the chimera's heads seeks redemption while the others remain evil, creating moral complexity about the creature's fate.
The Ancient Creator: The wizard who created the chimera still lives and seeks to either control or destroy their creation.