Elite 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 humanoid, lawful neutral


Armor Class 22 (natural armor)
Hit Points 136 (16d12 + 32)
Speed 40 ft.


STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 14 (+2) 12 (+1) 14 (+2) 10 (+0)

Saving Throws Str +10, Con +7
Skills Animal Handling +7, Athletics +10, Nature +6, Survival +7
Senses passive Perception 12
Languages Common
Challenge 16 (15,000 XP)


Rage (5/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 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 +4 bonus to the damage roll.
  • The chimera have resistance to bludgeoning, piercing, and slashing damage.
  • The chimera gains the following attack:
    • Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) 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: +11 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) 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.

Feral Instinct. The chimera has advantage on initiative rolls. Additionally, if the are surprised at the beginning of combat and aren't incapacitated, they can act normally on their first turn, but only if they enter their rage before doing anything else on that turn.

Brutal Critical. The chimera can roll two additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Relentless Rage. If the chimera drops to 0 hit points while raging and doesn't die outright, they can make a DC 10 Constitution saving throw. If they succeed, they drop to 1 hit point instead. Each time they use this feature after the first, the DC increases by 5. When they finish a short or long rest, the DC resets to 10.

Bruiser. When the chimera jumps, they 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.

Beastly Blows (5/day). When the chimera hits a creature with their natural weapons while raging, the target must succeed a DC 16 Wisdom saving throw or become frightened for the chimera until the end of the chimera's next turn.

ACTIONS

Multiattack. The chimera makes two attacks with their dagger, handgun, submachine gun, claws, or tail.

Dagger. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) slashing damage.

Handgun. Ranged Weapon Attack: +7 to hit, range 30/300 ft., one target. Hit: 9 (2d6 + 2) piercing damage. Must be reloaded after 12 shots.

Submachine Gun. Ranged Weapon Attack: +7 to hit, range 60/600 ft., one target. Hit: 7 (2d4 + 2) piercing damage 1d4 times. Must be reloaded after 8 shots.


To most of the world, chimeras are animals; biological weapons the same as war dogs. The those with extremely privileged information, however, chimeras are much different; experimental super soldiers amplified with animal biology. That being said, the military treats them much the same as they do any of their other secret special forces, leading to many defecting before being hunted down and killed. Elite chimeras are the final product of the Amestrian military's project, being used as special forces units of 2-4 chimeras for matters requiring a small team capable of exceptional violence.



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: