Chimera
Passive
Active
- Many Headed
- Bite +8 : 5 (Piercing, Ensnare)
- Fire Breath +8 : 1d6 (Fire)
- Horn +8 : 5 (First Strike)
- Petrifying Breath +8 : 0 (Basilisk Gaze)
- Talon +6 : 3 (Knockdown)
Lore
They sought to create perfection from the imperfect, but instead they perfected pain.
The layered voice of the Chimera combines a lion’s snarl, a goat’s braying, and a dragon’s roar into one terrible clarion call. The three-headed cryptid is a knot of incompatible anatomies with a coarse mane that covers its monstrous leonine body, and reptilian wings that give it flight. It can breathe fire, gore victims with its horns, and rend flesh with its talons. When faced with superior foes, the Chimera can exhale a pall of stone that hardens the air and petrifies all those caught in its wake. Every attack from the creature muddles its lingering animal instincts with the chaos of its fused minds. Because it is not a part of the natural order, the Chimera is a perpetual outcast that lives in solitude and rage.
Chimeras excel as chaotic shock troops meant to overwhelm opponents with brutality. Not only can they attack multiple opponents at once, but both of their breath weapons affect a melee space. Ruled by three different appetites, Chimeras lash out fearlessly. As a GM, you can emphasize the unpredictable nature of their physiology: allow the heads to bicker, fixate on foes who use clever tactics, or even split focus between multiple targets. Use their aerial mobility to make them feel like a force of nature, but remember their volatile temperament is a weakness unto itself; if the party manages to divide the creature’s mind enough, the Chimera might enter a blind frenzy or retreat out of confusion.
