3e SRD:Chimera

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Chimera

Size/Type: Large Magical Beast
Hit Dice: 9d10+27 (76 hp)
Initiative: +1 (Dex)
Speed: 30 ft., fly 50 ft. (poor)
AC: 16 (-1 size, +1 Dex, +6 natural)
Attacks: Bite +12 melee, bite +10 melee, butt +10 melee, 2 claws +10 melee
Damage: Bite 2d6+4, bite 1d8+2, butt 1d8+2, claw 1d6+2
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Breath weapon
Special Qualities: Scent
Saves: Fort +9, Ref +7, Will +4
Abilities: Str 19, Dex 13, Con 17, Int 4, Wis 13, Cha 10
Skills: Hide +4, Listen +9, Spot +9
Feats: Alertness, Multiattack
Climate/Terrain: Any land and underground
Organization: Solitary, pride (3-5), or flight (6-13)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 10-13 HD (Large); 14-27 HD (Huge)

Chimeras can speak Draconic but seldom bother to do so, except when toadying to more powerful creatures.

Combat

A deadly foe, the chimera prefers to surprise prey. It often swoops down from the sky or lies concealed until it charges. The dragon head can loose a breath weapon instead of biting. Several chimeras attack in concert.

Breath Weapon (Su): Every 1d4 rounds, damage 3d8, Reflex half DC 17. Use all rules for dragon breath of the appropriate variety (see the Dragon entry) except as specified in the table below.

To determine the head color and breath weapon randomly, roll 1d10 and consult the table.

1d10Head ColorBreath Weapon
1-2BlackLine of acid*
3-4BlueLine of lightning
5-6GreenCone of gas**
7-8RedCone of fire
9-10WhiteCone of cold

* A line is always 5 feet high, 5 feet wide, and 40 feet long.
** A cone is always 20 feet long.

Skills: The chimera's three heads give it a +2 racial bonus to Spot and Listen checks.



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