AC 13 (natural armor)
HP 114 (12d10 + 48; bloodied 57)
Speed 30 ft., fly 60 ft.
Proficiency +3; Maneuver DC 15
Saving Throws Con +7, Int -1, Wis +6
Skills Perception +6 (see Three Heads)
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 21
Languages —
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 chimera’s heads is asleep , the others are awake.
ACTIONS
Nightmare Trample. 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 .
Bat Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Hellhound 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.
Hellhound 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.
REACTIONS
Tail Swipe (1/Day). If a creature within 5 feet hits the chimera with a melee attack, the attacker is battered by the chimera’s 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.
LEGENDARY ACTIONS
The chimera can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's 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.
Combat
The chimera uses its Breath Weapon when it can. It usually makes a headbutt attack on its turn, and it uses each of its legendary actions to claw a prone creature or bite anyone else. If a creature hits it with a particularly potent ranged attack, it uses its Winged Charge to try to punish that creature. It fights to the death.
Variants: Regional Chimeras
There are many types of chimera , often composed of animals native to a particular habitat. Their statistics and attacks are nearly identical to those of the standard chimera. Some regional variations include:
Faerie Chimera . White stag headbutt, black wolf bite, and silver dragon claw and breath weapon. This chimera's breath weapon deals cold damage, and its form cannot be changed through polymorph or similar magic.
Fiendish Chimera . Bat wings and bite, hellhound breath weapon and claw, and nightmare trample which deals the same damage as the headbutt attack. This chimera is immune to fire damage.
Sea Chimera . Shark bite, lobster claw, and narwhal headbutt. The narwal's breath weapon is an ear-splitting cone of whalesong that deals thunder damage. This chimera has a swim speed of 60 instead of a fly speed.
Sewer Chimera . Alligator bite, giant rat claw, and horned snake headbutt. The horned snake exhales the breath weapon, a cone of gas that deals poison damage. This chimera is immune to poison damage and the poisoned condition, and it has a swim speed of 60 instead of a fly speed.
Tundra Chimera . Polar bear bite, elk headbutt, and white dragon breath weapon. This chimera is immune to cold damage and its breath weapon deals cold damage.
Legends and Lore
With an Arcana or Nature check, characters can learn the following:
DC 10 A chimera is a three-headed, winged monster with a goat, lion, and dragon head.
DC 15 There are many types of chimeras besides the goat-lion-dragon type, often with heads that match the environment in which they live.
In eons past, a cult of demon worshippers welcomed their dark lord to the mortal world with a gift of 999 beasts of the earth, air, and sea. Displeased with this meager offering, the half-mad demon prince divided the beasts into groups of three and fused them into terrible monstrosities, which he loosed to hunt his former servants. Through the ages, heroes have slain some of these ancient chimeras, but many continue to terrorize the world.
Multitudinous Monstrosities. The most recognizable chimera is an amalgam of a goat, a lion, and a dragon, but a nearly limitless variety of chimeras exist. Some exhibit the behaviors of the beasts that comprise them, but all chimeras share the viciousness of their demonic creator. Chimeras claim territory in lands far removed from civilization. Adventurers might encounter a chimera atop a windswept crag, within a trackless jungle, or—in the case of chimeras formed from aquatic beasts—inside a grotto deep beneath the waves.
Blasphemous Rites. Since the creation of the first chimeras, various cults have learned the magic to create more of these horrible monsters. The ritual requires three different living animals, which form the new chimera once the ceremony is complete. Cultists typically collect the most ferocious creatures they can find for this unholy rite, to ensure the newborn terror pleases their infernal master. Territorial and with several pairs of eyes always on alert, a chimera makes a fearsome guardian.
1 In its lair, resting on bones and treasure
2 Returning to its lair with a prize in its mouth, such as a dying human or a bloody, ring-encrusted hand
3 Two of its heads are fighting with each other; it has disadvantage on Perception checks until something draws its attention
4 Flying overhead looking for prey
5 In aerial combat against a wyvern
6 Toying with a group of terrified merchants or other travelers
1 Charred trees
2 Tracks: a mix of big-cat and hoof prints
3 A charred corpse
4 A distant roar
Chimeras terrorize wild places everywhere.
CR 5–10 Chimera
Treasure 800 gp, 1,000 sp, incomplete bestiary (50 gp), spell scroll of invisibility , wand of wonder