Khimaira

Large monstrosity, unaligned

Armor Class 19 (natural armor)
Hit Points 102 (12d10 + 36)
Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 17 (+3) 4 (-3) 13 (+1) 10 (+0)

Damage Immunities fire, poison
Condition Immunities poisoned
Skills Perception +5
Senses passive Perception 15
Languages
Challenge 10 (5,900 XP)

Special Traits

  • Charge. If the khimaira moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the khimaira can make one bite attack against it as a bonus action.
  • Keen Smell. The khimaira has advantage on Wisdom (Perception) checks that rely on smell.
  • Multiple Heads. The khimaira has three heads. While it has more than one head, the khimaira has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the khimaira takes 33 or more damage in a single turn, one of its heads dies. If all its heads die, the khimaira dies.
  • Reactive Heads. The khimaira gets an extra reaction that can be used only for opportunity attacks.
  • Running Leap. With a 10-foot running start, the khimaira can long jump up to 25 feet.
  • Wakeful. While the khimaira sleeps, at least one of its heads is awake.

Actions

  • Multiattack. The khimaira makes three attacks: one with its bite or claws, one with its ram, and one with its snakebite. When its fire breath is available, it can use the breath in place of its horns.
  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
  • Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
  • Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
  • Snakebite. Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
  • Fire Breath (Recharge 5-6). The goat head exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.

About

This horrible monstrosity is an amalgamation of three animals: goat, lion, and snake. It has the head and body of a lion, an additional head and hind legs of a goat, and has a snake for a tail.

A khimaira is about 5 feet tall at the shoulder, nearly 10 feet long, and weighs about 4,000 pounds. The khimaira prefers to surprise prey. It often lies concealed until it charges.

Section 15: Copyright Notice

5E RPG: Ancient Adventures. Copyright 2020, Mal and Tal, LLC; Author Michael Tresca.

This is not the complete section 15 entry - see the full license for this page