rpg—rules

monster

Chimera

Large Monstrosity, Chaotic Evil

Armor Class
14
Hit Points
114 (12d10 + 48)
Challenge rating
6
CHA
10 (+0)
CON
19 (+4)
DEX
11 (+0)
INT
3 (-4)
STR
19 (+4)
WIS
14 (+2)

Large Monstrosity, Chaotic Evil

AC 14 · Initiative +0 (10)

HP 114 (12d10 + 48)

Speed 30 ft., Fly 60 ft.

Ability Score 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.

Source · SRD 5.2.1 · page 273