Failed Chimera (FMA Supplement)
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Medium monstrosity, unaligned Armor Class 16 (natural armor)
Saving Throws Str +4, Con +4 Rage (2/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. ACTIONSUnarmed Strike. Melee Weapon Attack: +5 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. While a common chimera can strike fear into the hearts of one's enemies, not every development is so smooth. Failed chimeras are deemed not fit for battle, often the result of some new experiment, but can nevertheless overpower most under-equipped humans. |
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