Chimera
Large Monstrosity, (CR 7)Armor Class 13
Hit Points 114 (12d10+48)
Speed 30 ft., fly 60 ft.
18 (+4)
10 (+0)
18 (+4)
3 (-4)
16 (+3)
10 (+0)
Skills
Senses darkvision 60 ft., passive Perception 21
Languages
Challenge Rating 7
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.
sizeLarge
typeMonstrosity
group
alignment
strength_save
dexterity_save
constitution_save7
intelligence_save-1
wisdom_save6
charisma_save
perception
damage_vulnerabilities
damage_resistances
damage_immunities
condition_immunities
cr7
reactionsname: Tail Swipe (1/Day),desc: 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.,name: Winged Charge (1/Day),desc: 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_desc
legendary_actionsname: The chimera can take 2 legendary actions,desc: 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.,name: Bite,desc: The chimera uses its Bite attack.,name: Claw,desc: The chimera uses its Claw attack.
special_abilitiesname: Reactive Heads,desc: The chimera can take three reactions per round, but not more than one per turn.,name: Three Heads,desc: 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.,name: Wakeful,desc: When one of the chimeras heads is asleep, the others are awake.
spell_list
page_no45
document__license_urlhttp://open5e.com/legal
document__slugmenagerie
document__titleLevel Up Advanced 5e Monstrous Menagerie
document__urlhttps://www.levelup5e.com
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Level Up Advanced 5e Monstrous Menagerie, page no. 45