Chimera A5E
CR 7 monstrosity
Large monstrosity, chaotic evil
The chimera can take three reactions per round, but not more than one per turn.
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.
When one of the chimeras heads is asleep, the others are awake.
Actions
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.
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.
Reactions
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.
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 Actions
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.
The chimera uses its Bite attack.
The chimera uses its Claw attack.
Other versions
Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details