Chimera

Monster Manual - 5e, D&D Basic Rules

Description

Chimeras were created after mortals summoned Demogorgon to the world. The Prince of Demons, unimpressed with the creatures that surrounded it, transformed them into horrific, multi-headed monstrosities. This act gave rise to the first chimeras.[1]

Gifted with demonic cruelty, a chimera serves as a grim reminder of what happens when demon princes find their way to the Material Plane. A typical specimen has the hindquarters of a large goat, the forequarters of a lion, and the leathery wings of a dragon, along with the heads of all three of those creatures. The monster likes to surprise its victims, swooping down from the sky and engulfing prey with its fiery breath before landing.[1]

Conflicted Creature. A chimera combines the worst aspects of its three parts. Its dragon head drives it to raid, plunder, and accumulate a great hoard. Its leonine nature compels it to hunt and kill powerful creatures that threaten its territory. Its goat head grants it a vicious, stubborn streak that compels it to fight to the death.[1]

These three aspects drive a chimera to stake out a territory that is as large as 10 miles wide. It preys on wild game, viewing more powerful creatures as rivals to be humiliated and defeated. Its greatest rivals are dragons, griffons, manticores, perytons, and wyverns.[1]

When it hunts, the chimera looks for easy ways to amuse itself. It enjoys the fear and suffering of weaker creatures. The monster often toys with its prey, breaking off an attack prematurely and leaving a creature wounded and terrified before returning to finish it off. [1]

Servant of Evil. Though chimeras are far from cunning, their draconic ego makes them susceptible to flattery and gifts. If offered food and treasure, a chimera might spare a traveler. A villain can lure a chimera into service by keeping it well fed and its treasure hoard well stocked.[1]

Basic Information

Anatomy

A typical specimen has the hindquarters of a large goat, the forequarters of a lion, and the leathery wings of a dragon, along with the heads of all three of those creatures.[1]

Chimeras have a tough hide that provides them with protection during combat (i.e. natural armor). They can attack with their bite, horns, and claws. Chimeras have wings and can fly.[1][2]

Ecology and Habitats

Chimeras prey on wild game and stake out a territory that is as large as 10 miles wide.[1]

Dietary Needs and Habits

The monster likes to surprise its victims, swooping down from the sky and engulfing prey with its fiery breath before landing.[1]

When it hunts, the chimera looks for easy ways to amuse itself. It enjoys the fear and suffering of weaker creatures. The monster often toys with its prey, breaking off an attack prematurely and leaving a creature wounded and terrified before returning to finish it off.[1]

Additional Information

Uses, Products & Exploitation

Though chimeras are far from cunning, their draconic ego makes them susceptible to flattery and gifts. If offered food and treasure, a chimera might spare a traveler. A villain can lure a chimera into service by keeping it well fed and its treasure hoard well stocked.[1]

Perception and Sensory Capabilities

Chimeras have darkvision to a range of 60 ft.[1][2]

Civilization and Culture

Major Language Groups and Dialects

Chimeras understand Draconic but can't speak.[1] [2]

History

Chimeras were created after mortals summoned Demogorgon to the world. The Prince of Demons, unimpressed with the creatures that surrounded it, transformed them into horrific, multi-headed monstrosities. This act gave rise to the first chimeras.[1]

Gifted with demonic cruelty, a chimera serves as a grim reminder of what happens when demon princes find their way to the Material Plane.[1]

Interspecies Relations and Assumptions

A chimera views more powerful creatures as rivals to be humiliated and defeated. Its greatest rivals are dragons, griffons, manticores, perytons, and wyverns.[1]

References

  1. ^Monster Manual - 5e (2014), p.39.
  2. ^D&D Basic Rules (November, 2018), p.121.

Contents



Stat Block

See below[1] [2]

Chimera

Large monstrosity, chaotic evil
Armor Class 14 (natural armor)
Hit Points 114 ( 12d10 + 48 )
Speed 30 ft., fly 60 ft.

19 +4

11 +0

19 +4

INT

3 -4

WIS

14 +2

CHA

10 +0

Senses darkvision 60 ft., passive Perception 18
Languages understands Draconic but can't speak
Challenge 6 (2,300 XP)

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 Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 ( 2d6 + 4 ) piercing damage.

Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 ( 1d12 + 4 ) bludgeoning damage.

Claws. Melee Weapon Attack: +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.


Suggested Terrain grassland, hills, mountains, Underdark
Sources Monster Manual - 5e, D&D Basic Rules

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