Common Chimera (FMA Supplement)

From D&D Wiki

Jump to: navigation, search
This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
LookClosely.png
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the 5e SRD:Barbarian class and Beastlike (5e Background) background, and as such does not follow traditional CR.

Medium monstrosity, unaligned


Armor Class 17 (natural armor)
Hit Points 51 (6d12 + 12)
Speed 40 ft.


STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 12 (+1) 14 (+2) 12 (+1)

Saving Throws Str +5, Con +5
Skills Animal Handling +5, Athletics +5, Nature +4, Survival +5
Senses passive Perception 12
Languages Understands Common, but can not speak, read, or write.
Challenge 6 (2,300 XP)


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:

  • The chimera has advantage on Strength checks and Strength saving throws.
  • When the chimera makes a melee weapon attack using Strength, they gain a +2 bonus to the damage roll.
  • The chimera have resistance to bludgeoning, piercing, and slashing damage.
  • The chimera gains one of the following attacks:
    • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Once on each of the chimera's turns when they damage a creature with this bite, they regain 3 hit points, provided they have less than half their hit points when they hit.
    • Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Once on each of the chimera's turns when they damage a creature with a claw using the Attack action, they can make one additional claw attack as part of the same action.
    • Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If a creature the chimera can see within 10 feet of them hits the chimera with an attack roll, they can use their reaction to swipe their tail and roll a d8, applying a bonus to their AC equal to the number rolled, potentially causing the attack to miss them.

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.

ACTIONS

Multiattack. 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.


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 Animal

The animal that makes up the majority of a chimera determines which of the following it has:

Aquatic

The chimera gains a swimming speed equal to its walking speed, and it can breathe underwater.

Quick

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.

Bruiser

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.



Back to Main Page5e HomebrewCampaign SettingsFullmetal AlchemistBestiary

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Fullmetal Alchemist franchise, and/or include content directly affiliated with and/or owned by Square Enix. D&D Wiki neither claims nor implies any rights to Fullmetal Alchemist copyrights, trademarks, or logos, nor any owned by Square Enix. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Home of user-generated,
homebrew pages!


Advertisements: