Dire Beasts
Many myths and legend hint are filled with stories of great beasts far greater than their ordinary kin. Primal or dire beasts are creatures that represent natural perfection through millennia of adaption and evolution. Given enough time, these creatures have even transformed into some beyond their original forms.
Behemmoth
The lumbering behemmoth is easily recognizable due to its powerful build, tree-like trunk, and a intimidating array of tusks protruding from its face. Behemmoths are the largest of their kin and are believed to be loosely related to elephants and mammoths taking many different forms whether sporting a thick leathery hide lined with body protrusions or a thick layer of fur capable of enduring the harshest temperatures.
Much like their other kin, they travel in close knit herds grazing in grasslands or tundra. However, they tend to be much more aggressive and territorial than their smaller relatives. Due to their size, they are far more dangerous. Not only are they equipped with a deadly array of tusks, wherein some specimens have been known to sport up to 6 at a time, their trunks is especially strong for their species. They are able to use their trunk as an opposable limb capable of picking up rocks, trees, and even smaller creatures to fling at their foes.
Behemmoth Tactics
When threatened, the Behemmoth stands its ground and then proceeds to charge at its foe. After trampling and goring its enemy, it uses its trunk to fling away smaller predators that attempt to leap on its back. If possible, it makes use if it's environment flinging boulders or swinging small trees to keep its foes at bay
Dire Cockatrice
Due to their small size and hyper-aggressive nature, many cockatrices rarely make it to adulthood and those that due normally do not have long lifespans. However, a certain species of cockatrice, whether by natural luck or arcana meddling manage to survive and evolve to an immense size. Just like its smaller kin, it is extremely aggressive and territorial. . However, it is much deadlier due to its strength, agility, as well as its sharp beak and claws. Thanks to its instinctual aggression, it possesses unnatural resilience to shrug off fatal blows. However, its most potent weapon is its eyes. From a single look, the cockatrice can cause a creatures muscles to seize up from paralysis quickly incapacitating its victim as it proceeds to rip it to shreds with its beak and claws.
Dire Cockatrice Tactics
The cockatrice is not a subtle hunter as it recklessly charges towards its prey. It relies largely on its paralyzing gaze to incapacitate its foes before charging in to attack its foes. If overwhelmed, it will release a ear-splitting shriek to give it the opportunity to escape unharmed.
Gryphons
Gryphons are the larger cousin of griffins and are widely known the kings of the skies. They are easily recognizable by their bird-like head and wings and their lions like body. However, they come in variations similar to owls,parrots, eagles, and hummingbirds while possessing the body of a tiger or a leopard. They live in large prides, typically of 7(2d6) members that they use to hunt prey and raise their young. They prefer to hunt in groups targeting any prey they can grasp in their claws.
Gryphon Tactics
Gryphons rely on their superior flying ability to get the drop on their prey. The sheer impact of their dive has been known to kill a creature upon impact. For larger and more difficult prey, Gryphons prefer to simply lift their target from the sky and let gravity do the rest. However as the creature falls, gryphon prides tend to treat it as a sport diving in to slash at the helpless creature as it falls to the ground.
Lycines
Whereas during the day, the gryphon dominates the sky during the day,, the skies are ruled by lycines at night.. Lycines appear to be a monstrous hybrid between a dire wolf and a bat. They prefer to hunt on the blackest of nights where their black fur and bat-like wings allows them to effortlessly blend into the disappear into the night sky. The ominous howl at dusk or twilight often hints at an oncoming lycine hunt.
Lycine Tactics
Lycines are efficient pack hunters stalking the skies in packs consisting of 9 (2d8) members. They rely heavily on the cover of night and strength in numbers to take down their prey. They use their strength and agility to quickly swoop down on their prey to pin it to the ground. Once pinned, the lycine proceeds to lock their jaws on their foes neck for a swift kill. If their prey is too strong to kill immediately, they will continually harry the creature barraging 8t with bites before flying back into the cover of darkness beyond its reach.
Lupines
The origins of lupine are unclear. Some accounts believe they are the result of a cross between worgs or dire wolves while others believe they are the common ancestor between both creatures. Regardless of their origin, they are definitively more dangerous than their smaller relatives. Lupine are massive in their own right easily rivaling that of a gryphon allowing them to single handedly bring down most prey. However, like all wolves, they are notorious pack hunters using their sheer number to bring down nearly any foe. It is also believed that the superstitious connection between wolves and the moon originated from encountering lupines. Although lupines are known to hunt during the day, they prefer to hunt at night, particularly during a full moon. At night, lupine are so much more dangerous as they seem to hunt with an even greater ferocity.
Lupine Tactics
Lupines tend to hunt in large packs of 9(2d8) members. When they set their sights on their prey, they are rarely deterred from slaying their quarry. They weaken their foes targeting the weakest members first and separating it from the group using its surprising strength to pull it into the overgrowth where the rest of the pack can safe rip into their quarry.
Sabertooth
The sabertooth is the ultimate feline predator. What separates the sabertooth from its relatives is its powerful, bear-like build. Lined with many layers of rippling muscle, the sabertooth is able to kno k down the strongest of prey to sink its deadly fangs in for a killing blow. Its most distinguishable feature is its sword-like teeth capable of puncturing the thickest of hides preventing prey for escaping its grasp.
Sabertooth Tactics
Despite its immense size, strength, and speed, the sabertooth is an elusive hunter relying on stealth to get the upper hand on its opponent. It prefers to use the element of surprise to quickly kill its prey. However, if its prey proves to put up a fight, it is more than capable of finishing the job.
Skylord
Few people have seen the majestic skylord for it is more rare than its cousin the roc. The skylord can be identified by a set of four to 6 wings each with a wingspan of at least 100ft. when fully grown. However, because this creature is so rare, some believe specimens that had been discovered were only adolescents and had not even reached its full size yet. They are surprisingly swift and nimble for their size, capable of swiftly diving to swoop up their prey in a matter of seconds before escaping to the skies. However their most potent weapon is their ability to use their wings to conjure a windstorm capable of leveling any creature or structure unfortunate enough to find itself in proximity.
Skylord Tactics
Thankfully the skylord does not prefer to eat prey much smaller than it unless there are no other options available for it would be a waste of energy. When hunting, it uses its keen vision to spot distant targets before slowly circling to perform a killer skydive to swoop onto its prey. If the target survives its kill dive, it simplest flies hundreds of feet into the sky dropping the creature. Assuming it's prey still lives, it performs one last skydive to finish off its prey. When threatened by another creature such as a dragon, another skylord, or large flocks of griffins or wyverns, they use their colossal wings to whip up a windstorm knocking their attackers from the skies.
Strix
The strix is a peculiar variant of the notorious owlbear. This subspecies is not as bulky as its other kin, but makes up for its size with its agility and short ranged flight. Despite its immense size, it is a surprisingly quiet hunter as its soft feather masks any sounds from its movement. Its powerful claws allow it to easily climb trees that it uses to perch while waiting for prey. It also is known for its ear-piercing shriek that it uses to incapacitate its prey or any rivals.
Strix Tactics
The strix has been notoriously called the "drop bear" due to its tactic to drop from the treetops onto unsuspecting prey. The only warning prey gets is an piercing shriek that incapacitate its target. Their mottled feathers allow it to blend into the foliage while its owl-like head allows it rotate its vision at unnatural angles to see targets below. Because strix tend to mate for life, when one strix attacks, another is usually close by. They are powerful melee fighters thanks to their powerful forearms and uncanny endurance. However, they are especially agile for their size capable of leading into the treetops in single bound.
Behemmoth
large monstrosity, unaligned
- Armor Class 14 (Natural Armor)
- Hit Points 124(8d20+40)
- Speed 40ft.
STR DEX CON INT WIS CHA 24(+7) 9 (-1) 21(+5) 3(-4) 11 (+0) 6 (-2)
- Saving Throws Strength +10, Constitution +8
- Skills Athletics +10, Perception +3
- Senses darkvision 60ft., passive Perception 13
- Challenge 8(2900 XP)
Aggressive As a bonus action, the creature can move up to its movement speed toward a hostile creature it can see.
Siege Monster Can deal double damage to buildings and structures
Trampling Charge If the behemmoth moves at least 20ft. in a straight line toward a creature and then hits it with a gore attack on the same turn, the target takes an additional 13(2d12) piercing damage and must succeed on a DC 17 saving throw or be knocked prone. If the target is prone, it can make a stomp attack against it as a bonus action.
Actions
Multiattack The behemmoth can make two attacks on its turn: One with its gore and one with its trunk.
Gore. +10 to hit:, 10ft. , one target. Hit 33(4d12+7) piercing damage.
Trunk +10 to hit: 15ft., one target. Hit 14(2d6+7) bludgeoning damage and if target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the behemmoth can't use its trunk on another target. It can grapple one in this manner at a time.
Stomp +10 to hit: 5ft., one target. Hit 25(3d10+7) bludgeoning damage.
Fling One medium or smaller object or creature grappled by the Behemmoth is thrown up to 60ft as a bonus action.. in a direction of its choice and knocked prone. If a throw target strikes a solid surface, the target takes 1d6 bludgeoning damage for every 10ft. thrown. If the target is thrown at a creature, that creature must succeed a DC 17 Dexterity saving throw or take the same damage and be knocked prone.
Dire Cockatrice
large monstrosity, unaligned
- Armor Class 16
- Hit Points 51(6d10+12)
- Speed 40ft.. 40ft. fly
STR DEX CON INT WIS CHA 16(+3) 17 (+3) 17 (+3) 2(-4) 13 (+1) 15 (+2)
- Skills Acrobatics +6, Athletics +6, Perception +4, Intimidation +8, Performance +8
- Senses darkvision 60ft., passive Perception 14
- Challenge 4(1100 XP)
Aggressive As a bonus action, the creature can move up to its movement speed toward a hostile creature it can see.
Reckless Has advantage on attack rolls but attack against it have advantage.
Paralyzing Gaze If a creature starts its turn within 30ft. of the Dire Cockatrice and the two of them can see each other, the Dire Cockatrice can force the creature to make a DC 13 Constitution save if the Dire Cockatrice is not incapacitated. On a failed save, the creature is paralyzed for a minute on a failure. The creature can repeat its save at the end of each of its turns to end the effect. On a success, creatures are unaffected. The Dire Cockatrice is immune to being paralyzed in this manner.
Relentless If the Dire Cockatrice is reduced to 0 hitpoints, it can make a DC 10 Constitution saving throw. If it succeeds, it drops to 1 hitpoint instead. Each time it uses this feature after the first, the DC increases by 5. The DC resets to 10 after a short or long rest.
Actions
Multiattack The cockatrice can make four attacks on its turn: One with its beak, two with its claws, and one with its tail.
Beak. +6 to hit:, 5ft. , one target. Hit 10(2d6+3) piercing damage.
Claws +6 to hit: 5ft., one target. Hit 8(1d8+3) piercing damage.
Tail +6 to hit: 10ft., one target. Hit 6(1d6+3) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Wing Attack +6 to hit: 10ft., all creatures in range. Hit 6(2d6+3) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed back 10ft. and knocked prone. The Dire Cockatrice can fly up to half its movement speed as part of this action.
Gryphon
large monstrosity, unaligned
- Armor Class 15
- Hit Points 68(8d10+24)
- Speed 40ft.. 80ft. fly
STR DEX CON INT WIS CHA 18(+4) 15 (+2) 16 (+3) 8(-1) 18 (+4) 8 (-1)
- Skills Athletics +6, Perception +8
- Senses passive Perception 18
- Challenge 4(1100 XP)
Skydive If the griffin is flying and dives at least 40ft towards a target and then hits it with a bite attack, the attack deals an extra 18 (4d8) damage to the target.
Keen Senses Has advantage on Wisdom (Perception) checks relying on sight
Pack Tactics Has advantage on attack rolls against a creature if at least one of the gryphon's allies are within 5ft. of the creature and the ally isn't incapacitated
Flyby The gryphon doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Actions
Multiattack The gryphon can make three attacks on its turn: One with its beak, two with its claws.
Beak. +6 to hit:, 5ft. , one target. Hit 9(1d8+4) piercing damage.
Claws +6 to hit: 5ft., one target. Hit 7(1d6+3) piercing damage.
Wing Attack +6 to hit: 10ft., all creatures in range. Hit 12(2d8+3) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed back 10ft. and knocked prone. The Gryphon can fly up to half its movement speed as part of this action.
Sonic Boom (Recharge 5-6) Creatures in a 20ft. cone must succeed a DC 14 Strength saving throw or take 18 (4d8) thunder damage and be pushed back 20ft. and fall prone on a failed save. On a success, creatures take half damage.
Lycine
large beast, unaligned
- Armor Class 14
- Hit Points 45(8d10+12)
- Speed 40ft.. 80ft. fly
STR DEX CON INT WIS CHA 17(+3) 15 (+2) 15 (+2) 2(-4) 16 (+3) 7 (-2)
- Skills Athletics +6, Perception +8
- Senses darkvision 120ft., passive Perception 17
- Challenge 4(1100 XP)
Night Stalker The lycine has advantage on Dexterity (Stealth and Initiative) checks it makes at night or while in dim light or darkness. While either or these conditions are met, it can make an additional bite attack when it takes the Attack action.
Shadow Wings While in darkness, the lycine is invisible to any creature that relies on darkvision to see it in that darkness.
Keen Senses Has advantage on Wisdom (Perception) checks relying on hearing or smell
Strength of the Pack Has advantage on saving throws against being charmed or frightened as long as there is an ally that it can see or hear that within 30ft. of it and is not incapacitated.
Pack Tactics Has advantage on attack rolls against a creature if at least one of the lycine's allies are within 5ft. of the creature and the ally isn't incapacitated
Flyby The lycinen doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Actions
Bite. +6 to hit:, 5ft. , one target. Hit 12(2d8+3) piercing damage. +5 to hit:, 5ft., , one target. Hit 12(2d8+3) piercing damage. Creatures hit by this attack must make a Strength save of 13 or be knocked prone. If the target is prone, it can make another bite attack against the target as a bonus action.
Lupine
large beast, unaligned
- Armor Class 14
- Hit Points 45 (6d10+12)
- Speed 50ft.
STR DEX CON INT WIS CHA 17(+3) 15 (+2) 15 (+2) 3(-4) 16 (+3) 7 (-2)
- Skills Athletics +5, Perception +7
- Senses darkvision 120ft., passive Perception 17
- Challenge 3(700 XP)
Keen Hearing and Smell Has advantage on Wisdom (Perception) checks that rely on hearing or smell
Night Stalker The lupine has advantage on Dexterity (Stealth and Initiative) checks it makes at night or while in dim light or darkness. While either or these conditions are met, it can make an additional bite attack when it takes the Attack action.
Pack Tactics Has advantage on attack rolls against a creature if at least one of the lupine's allies are within 5ft. of the creature and the ally isn't incapacitated
Strength of the Pack Has advantage on saving throws against being charmed or frightened as long as there is an ally that it can see or hear that within 30ft. of it and is not incapacitated.
Actions
Bite. +5 to hit:, 5ft., , one target. Hit 12(2d8+3) piercing damage. Creatures hit by this attack must make a Strength save of 13 or be knocked prone. If the target is prone, it can make another bite attack against the target as a bonus action.
Sabertooth
Large Beast, unaligned
- Armor Class 14 (Natural Armor)
- Hit Points 60(8d10+16)
- Speed 40ft.
STR DEX CON INT WIS CHA 18(+4) 14 (+2) 14 (+2) 3(-4) 17 (+3) 8 (-1)
- Saving Throws Strength +7, Constitution +4
- Skills Athletics +6, Stealth +5, Perception 17
- Senses darkvision 60ft., passive Perception 17
- Challenge 5(1800 XP)
Keen Smell Has advantage on Wisdom (Perception) checks that rely on smell
Sneak Attack The sabertooth can deal an additional 3d10 piercing damage when it attacks a surprised creature with its bite attack.
Ambusher In the first round of a combat, the sabertooth has advantage on attack rolls against any creature it has surprised.
Forest Hunter The sabretooth has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. While these conditions are met, it can use its bonus action to Hide.
Pounce If the sabertooth moves at least 20 ft. straight toward a creature and then hits it with a bite on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the sabertooth can make one bite Attack against it as a bonus action.
Actions
Multiattack The Sabertooth can make three attacks on its turn: One with its bite, two with its claws.
Bite. +7 to hit:, 5ft. , one target. Hit 15(2d10+4) piercing damage.
Claws +7 to hit:, 5ft. , one target. Hit 9(1d8+4) slashing damage.
Skylord
Gargantuan monstrosity, unaligned
- Armor Class 15 (Natural Armor)
- Hit Points 202(13d20+65)
- Speed 20ft.. 120ft. fly
STR DEX CON INT WIS CHA 23(+6) 10 (+0) 20 (+5) 8(-1) 15 (+2) 9 (-1)
- Saving Throws Dexterity +4, Constitution +9
- Skills Athletics +13, Acrobatics +4, Perception +10
- Senses passive Perception 20
- Challenge 13(10000 XP)
Skydive If the Skylord is flying and dives at least 60ft towards a target and then hits it with a bite attack, the attack deals an extra 27 (6d8) damage to the target.
Flyby The Skylord doesn't provoke opportunity attack when flying outside an enemies reach
Siege Monster The Skylord deals double damage to objects and structures.
Keen Senses Has advantage on Wisdom (Perception) checks relying on sight
Actions
Multiattack The Skylord can make three attacks on its turn: One with its beak, two with its claws.
Beak. +10 to hit:, 10ft. , one target. Hit 24(4d8+6) piercing damage.
Talons. +10 to hit:, 5ft. , one target. Hit 17(2d10+6) slashing damage and the target is a Huge or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the Skylord can't use its talons on another target. It can grapple two creatures in this manner at a time.
Wing Attack +10 to hit: 20ft., all creatures in range. Hit 32(4d12+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed back 10ft. and knocked prone. The Skylord can fly up to half its movement speed as part of this action.
Hurricane(Recharge 5-6) The Skylord begins to whip is wings furious. Creatures within 30ft. of the Skylord must succeed a DC 18 Strength saving throw or take 52 (8d12) thunder damage and be pushed back 30ft. and knocked prone.
Strix
Large monstrosity, unaligned
- Armor Class 14 (Natural Armor)
- Hit Points 68(8d10+24)
- Speed 40ft., 40ft. climb
STR DEX CON INT WIS CHA 20(+5) 12 (+1) 17 (+3) 3(-4) 17 (+3) 7 (-2)
- Saving Throws Dexterity +4, Constitution +9
- Skills Athletics +7, Stealth +5, Perception 17
- Senses darkvision 120ft., passive Perception 17
- Challenge 5(1800 XP)
Wounded Fury If it makes the Attack action while below half its hitpoint maximum, it can make an additional claw attack as part of that action action.
Tempermental Has advantage on saves against being charmed or frightened.
Nocturnal The Strix has advantage on Dexterity (Stealth and Initiative) checks it makes at night or while in dim light or darkness.
Relentless If the Strix is reduced to 0 hitpoints, it can make a DC 10 Constitution saving throw. If it succeeds, it drops to 1 hitpoint instead. Each time it uses this feature after the first, the DC increases by 5. The DC resets to 10 after a short or long rest.
False Flight The Strix can expend all its movement on its turn to jump up to 120 feet vertically or horizontally, provided that is speed is at least 30 feet.
Glide When the Strix falls and is not incapacitated, the Strix can subtract up to 100 feet from its fall when calculating fall damage and can move horizontally 2 feet for every 1 foot it falls.
Keen Senses Has advantage on Wisdom (Perception) checks relying on sight and hearing
Actions
Multiattack The Strix can make three attacks on its turn: One with its beak, two with its claws.
Beak. +7 to hit:, 5ft. , one target. Hit 12(2d6+5) piercing damage.
Claws +7 to hit:, 5ft. , one target. Hit 11(1d10+5) slashing damage. If the target is a creature that is Medium or smaller, it must succeed a DC 15 Strength saving throw or be knocked prone.
Stunning Shriek (Recharge 5-6) Creatures in a 30ft. radius must succeed a DC 13 Constitution saving throw or become stunned and deafened for one minute on a failed save. The creature can repeat its save at the end of each of its turns to end the effect.
Chimera
Chimera are horrendous abominations resulting from magical practices used to distort and pervert nature. There is no definitive form that a chimera can take for it is an amalgamation of traits from different creatures. However, many chimera share the same baseline traits consisting of three heads, a winged four legged body as well as a weaponized tail. Due to their magical origin, they can possess the ability to emit magical attacks from their breath and disrupt their enemies with the sheer power of their essence.
Chimera Tactics
Because chimera are not natural creatures but rather the result of a magical creation, they tend to be found as guardians of cultists headquarter, mage towers, corrupted druid sanctuaries, and similar institutions where such magics can be practiced without interruptions. Their unique nature also makes them prize mounts of war, or beasts held by crime lords or gladiator arenas. If introduced to the wild, these creatures can be quite devastating to the local ecosystem thanks to their destructive tendencies. Because of their unique form, it is nearly impossible to provide any insight to their tactics. The best advice for engaging these creatures is to be ready for anything.
Chimera Customization
To build your chimera, you can refer to the following tables either rolling for your results or choosing whichever traits you wish. To build a typical chimera, you can select three head options and one option for each subsequent category: body, chimeric aura, mobility, and tail.
Chimera
Large monstrosity, unaligned
- Armor Class 17 (Natural Armor)
- Hit Points 171(18d10+72)
- Speed 40ft., 60ft. fly
STR DEX CON INT WIS CHA 19(+4) 11 (+0) 19 (+4) 8(-1) 19 (+4) 15 (+2)
- Saving Throws Strength +7, Constitution +7, Wisdom +7
- Skills Athletics +7, Stealth +5, Perception +8
- Senses darkvision 60ft., passive Perception 18
- Challenge 13(10000 XP)
Keen Senses Has advantage on Wisdom (Perception) checks relying on sight and hearing
Reactive Can make an attack on every creatures turn that can only be used for opportunity attacks
Multi-Headed Has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious
Legendary Resistance(3/day) If the chimera fails a saving throw, it can choose to succeed instead.
Actions
Multiattack The Strix can make six attacks on its turn: three with its bite, two with its claws, and one with its tail.
Bite. +7 to hit:, 5ft. , one target. Hit 12(1d10+4) piercing damage.
Claws +7 to hit:, 5ft. , one target. Hit 11(1d8+4) slashing damage.
Tail +7 to hit:, 10ft. , one target. Hit 11(2d6+4) bludgeoning damage.
Legendary Actions(3/turn)
Wing Attack(1 action) +7 to hit: 10ft., all creatures in range. Hit 12(2d8+3) bludgeoning damage. If the target is a creature, it is pushed back 10ft. and knocked prone. The Chimera can fly up to half its movement speed as part of this action.
Resilience(1 action) It can end one status or spell effect on itself
Burning Fury (2 action) If it's breath attack has not recharged, it can attempt to roll again to regain its breath attack.
Head Options
D6 | Bite Option | Effects |
---|---|---|
1 | Frenzied | When the Chimera makes an bite attack with this head against a creature below half its hitpoint maximum, it can make another Frenzied bite attack against that creature |
2 | Horned | If the Chimera moves at least 20ft. towards a creature that it can see and then hits the creature with a Horned bite attack, the target takes an additional 11(2d10) damage and is knocked prone. |
3 | Magical | Upon a hit, the target takes an additional 6(1d10) damage from your choice of cold, fire, lightning, radiant, or necrotic. This attack counts as magical for the purpose of overcoming resistance. |
4 | Poisonous Fangs | Upon a hit, the target must succeed a DC 15 saving throw or take 3d8 poison damage on a failed save. On a success, the creature takes half damage. |
5 | Sabertooth | Upon a hit, if the target is Medium or smaller, it is grappled (escape DC 15). If this grapple ends, the target is restrained and the Chimera cannot make another Sabertooth bite against another target. |
6 | Vampiric | Upon a hit, the Chimera deals an additional 1d8 necrotic damage and regains hitpoints equal to half the damage dealt by the Vampiric bite attack |
Tail Options
D6 | Tail Option | Effects |
---|---|---|
1 | Clubbed | Upon a hit, the target must succeed a DC 15 Strength saving throw or be knocked prone. |
2 | Elongated | This attack's reach increases by 5ft and upon the hit, if target must succeed a DC 15 Strength saving throw or be pushed back 10 ft. |
3 | Fanged | The Chimera has an additional head where its tail should be. It loses its tail attack and makes one additional head attack when it takes its Multiattack |
4 | Serpentine | Upon a hit, the target must succeed a DC 15 saving throw or become poisoned until the end of its next turn on a failed save. On a success, the creature takes half damage. |
5 | Spiked | Upon a hit, the creature must succeed a DC 15 Constitution saving throw or take an additional 2d6 damage at the start of its next turn. The damage type for this attack is piercing. |
6 | Stinger | Upon a hit, the creature takes piercing damage instead of bludgeoning and must succeed a DC 15 Constitution saving throw or become poisoned for one minute on a failed save. Creatures can repeat its save at the end of each of its turns to end the effect |
Breath Options
D6 | Tail Option | Effects |
---|---|---|
1 | Fire Breath | Creatures in a 30ft. cone must succeed a DC 15 Dexterity saving throw taking 33(6d10) fire damage and are set ablaze + on a failed save. Creatures set ablaze take 11 (2d10) fire damage at the start of each of its turns unless it uses an action to put out the flames. Creatures only take half damage on a successful save |
2 | Frost Breath | Creatures in a 30ft. cone must succeed a DC 15 Constitution saving throw or take 6d10 cold damage and become restrained. The creature must repeat the saving throw on at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. |
3 | Hypnotic Array | Each creature within 20ft. of it that can see it must succeed a DC 15 Wisdom saving throw become stunned for one minute. While stunned in this manner, creatures take 17(3d10) psychic damage at the start of each of its turns. A creature can repeat its save at the end of each of its turns to end it on a success. On a successful save, creatures are immune to this effect for 24 hours. |
4 | Poison Breath | Creatures in a 30ft. cone must succeed a DC 15 Constitution saving throw or become poisoned for one minute on a failed save. Creatures poisoned in this manner take 17(3d10) poison damage + 17(3d10) acid damage at the start of each of its turns. It can repeat its save at the end of each of its turn to end this effect. |
5 | Sonic Screech | Creatures in a 30ft. cone must succeed a DC 15 Strength saving throw or take 6d10 thunder damage and be pushed back 30ft. and knocked prone. On a success, creatures only take half damage.. |
6 | Withering Breath | Creatures in a 30ft. cone must succeed a DC 15 Constitution saving throw taking 33(6d10) necrotic damage and its body begins to wither for one minute. While in this state, the creature take necrotic damage instead of regaining hitpoints when healed. |
Body Options
D6 | Body | Effects |
---|---|---|
1 | Armored Hide | Its armor class increases by 3. |
2 | Bioluminescent | It has advantage on magical saving throws. As a bonus action, it can emit bright light in a 10ft. radius and dim light an additional 10ft. feet. This light can be dismissed as a bonus action. |
3 | Chameleon | The Chimera can turn invisible until its concentration ends (as if concentrating on a spell). |
4 | Deadly Hide | When a creature hits it with a melee attack while within 5ft. of it, that creature take 11(2d10) damage of your choice(acid, cold, fire, piercing, lightning, or slashing damage). |
5 | Regeneration | At the start of each of its turns, it regains 10 hitpoints as long as it has at least 1 hitpoint. |
6 | Resilience | The Chimera has resistance to three damage types of your choice.. |
Mobility Options
D6 | Mobility | Effects |
---|---|---|
1 | Aggressive | As a bonus action, the Chimera can move up to its movement speed towards a hostile creature that it can see. |
2 | Aquatic | The Chimera can breath on air and in water. It also gains a swimming speed of 40ft. |
3 | Burrower | The Chimera gains a burrowing speed of 40ft. It can burrow through non-magical, unworked earth and stone at its full burrowing speed. It can burrow through solid rock at half its burrow speed. |
4 | Climber | The Chimera gains a climbing speed of 40ft. It can also climb on difficult surfaces including upside down on ceilings without needing to make ability checks. |
5 | Flyby | The Chimera does not provoke opportunity attack when it flies outside of a creature's reach |
6 | Shadow Skulker | When in dim light or darkness, it is invisible to creatures that rely on darkvision to see it. When these conditions are met, it can use its bonus action to Hide.. |
Chimeric Aura
D6 | Aura | Effects |
---|---|---|
1 | Antimagic Gaze | The Chimera's gaze creates a zone of antimagic in a 60ft. cone. At the start of its turn, the Chimera decides which way the cone faces and whether it is active or not |
2 | Frightful Prescence | Each creature of the Chimera's choice that is within 60ft. of the Chimera must succeed a DC 15 Wisdom saving throw or become frightened for one minute. A creature can repeat the saving throw if it ends its turn 60ft. away from the Chimera, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Chimera's frightful presence for the next 24 hours. |
3 | Hypnotic Presence | Each creature of the Chimera's choice that is within 60ft. of the Chimera must succeed a DC 15 Wisdom saving throw or become charmed for one minute on a failed save. While charmed in this manner, the creature is incapacitated and its speed is 0. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Chimera's Hypnotic Presence for the next 24 hours. |
4 | Petrifying Gaze | If a creature starts its turn within 30ft. of the chimera and the two of them can see each other, the chimera can force that creature to make a DC 15 Constitution saving throw if the chimera is not incapacitated. On a failed save, the creatures magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or greater magic. |
5 | Stench | Any creature other than the Chimera that starts its turn within 10ft. of the Chimera must succeed a DC 15 saving throw or become poisoned until the end of that creatures next turn. While poisoned in this manner, the creatures spends its action retching and reeling. Creatures that don't need to breath or are immune to poison automatically succeed this saving throw. |
6 | Withering Aura | Creatures that first enter or start its turn within 30ft. of the Chimera cannot regain hitpoints. |
Art Credits
Cover Art: Aaron Nakahara
Behemmoth: Lars Grant West
Dire Cockatrice: Arvalis
Gryphon: Yefim Kligerman
Lycine: Blackstarshadowclan1
Lupine: Cynthia F.G.
Sabertooth: Kerem Beyit
Skylord: Antonio J Manzanedo
Strix: Conceptopolis
Chimera: Sam Jacob
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