Failed Chimera (FMA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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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 16 (natural armor)
Hit Points 34 (4d12 + 8)
Speed 30 ft.


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

Saving Throws Str +4, Con +4
Skills Animal Handling +4, Athletics +4, Nature +3, Survival +4
Senses passive Perception 12
Languages Common
Challenge 4 (1,100 XP)


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:

  • 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: +5 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 2 hit points, provided they have less than half their hit points when they hit.
    • Claws. Melee Weapon Attack: +5 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: +5 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

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage.


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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