Chimera

Large Monstrosity. CR 7, AC 13, 114 HP. Traits: Reactive Heads, Three Heads, Wakeful.

Armor class
13
Hit points
114
Challenge
7
Creature type
Monstrosity
Size
Large
Legendary
Yes

Stat block

Cha
10
Con
18
Dex
10
Int
3
Str
18
Wis
16
Speed
Fly: 60; Walk: 30
Senses
darkvision 60 ft., passive Perception 21
Skills
Perception: 6
Actions
  • Headbutt. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target must succeed on a DC 15 Strength saving throw or fall prone.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage or 14 (4d4 + 4) slashing damage against a prone target.
  • Breath Weapon (Recharge 5-6). The dragon head breathes fire in a 15-foot cone. Creatures in the area make a DC 15 Dexterity saving throw taking 21 (6d6) fire damage on a failed save or half damage on a success.
Languages
—
Reactions
  • Tail Swipe (1/Day). If a creature within 5 feet hits the chimera with a melee attack, the attacker is battered by the chimeras tail. The attacker makes a DC 15 Strength saving throw. On a failure, it takes 9 (2d4 + 4) bludgeoning damage and is pushed 10 feet from the chimera and knocked prone.
  • Winged Charge (1/Day). If a creature the chimera can see hits it with a ranged attack, the chimera leaps off the ground and moves up to its fly speed towards the attacker. If within range, the chimera then makes a headbutt attack against the attacker.
Saving throws
Wisdom: 6; Constitution: 7; Intelligence: -1
Legendary actions
  • The chimera can take 2 legendary actions. Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
  • Bite. The chimera uses its Bite attack.
  • Claw. The chimera uses its Claw attack.
Special abilities
  • Reactive Heads. The chimera can take three reactions per round, but not more than one per turn.
  • Three Heads. The chimera has advantage on Perception checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious, and it can't be flanked.
  • Wakeful. When one of the chimeras heads is asleep, the others are awake.

Source and licence

From A5E Monstrous Menagerie.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.