Elite Chimera (FMA Supplement)
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Medium humanoid, lawful neutral Armor Class 22 (natural armor)
Saving Throws Str +10, Con +7 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:
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. ACTIONSMultiattack. 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.
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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. |
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