Common Chimera (FMA Supplement)
Medium monstrosity, unaligned Armor Class 17 (natural armor)
Saving Throws Str +5, Con +5 Rage (4/day). As a bonus action while not wearing heavy armor, the chimera may enter a rage for 1 minute, or until they are knocked unconscious, their turn ends and they haven't attacked a hostile creature or taken damage since their last turn, or they stop raging as a bonus action, granting them the following:
Reckless Attack. When the chimera makes their first attack on their turn, they can decide to attack recklessly. Doing so gives them advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against the chimera have advantage until their next turn. Danger Sense. The chimera has advantage on Dexterity saving throws against effects that they can see, such as traps and spells. To gain this benefit, they can't be blinded, deafened, or incapacitated. ACTIONSMultiattack. The chimera makes two attacks with its unarmed strike, bite, claws, or tail. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage.
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Chimeras are biological weapons formed out of the bodies of multiple living creatures. Common chimeras like this one are occasionally used for riot control, or as terror units, and are typically made primarily of lions, with avian hind legs and a thick lizard tail. Primary AnimalThe animal that makes up the majority of a chimera determines which of the following it has:
The chimera gains a swimming speed equal to its walking speed, and it can breathe underwater.
The chimera gains a climbing speed equal to its walking speed and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
When the chimera jumps, it can make a Strength (Athletics) check and extend its jump by a number of feet equal to the check’s total. The chimera can make this special check only once per turn. |
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