Chimeras, Head, Head, Shoulders, Wings and Tails, Wings and Tails

Similarly to the Owlbear thing I just did, this one is for Chimeras. Like, honestly guys, why do we only have the standard Chimeras?

Again, this is somewhat tailored for 5e D&D, but you can switch it up pretty easily I'd guess/hope.



D6 Roll
Primary Head
Secondary Head
Tail
Wings
1
Lion
Goat
Snake
Dragon
2
Lamprey
Owl
Squid
Eagle
3
Crocodile
Chicken
Maggot
Insect
4
Spider
Toad
Crane
Fins
5
Bear
Horse
Scorpion
Bat
6
Boar
Vulture
Monkey
Extra Arms


The main head determines the Chimera’s front legs, and the secondary head determines the Chimera’s back legs. Each body part confers additional abilities, which are detailed below:


Primary Heads
Lion Head: As an action the Lion Head can let loose a terrifying roar. All creatures within 30 feet of the Chimera who can hear it must make a DC (8 + prof mod + str mod) wisdom saving throw, or be frightened for one minute. Those frightened in this way may make the saving throw again at the end of their turns, or when they deal damage to the Chimera.
Lamprey Head: When the Chimera hits a creature with it’s Lamprey head’s bite attack, it also grapples that creature (DC 8 + prof mod + str mod to escape). As a bonus action, the Chimera can drain the blood of the grappled creature, dealing 2d4 necrotic damage to the grappled creature and healing the Chimera for the same amount.
Crocodile Head: When the Chimera hits a creature with it’s Crocodile head’s bite attack, it also grapples and restrains that creature (DC 8 + prof mod + str mod to escape). When the Chimera moves, the grappled creature moves with it.
Spider Head: When a Chimera has a Spider head, all of its legs are replaced by 8 spider legs, regardless of the secondary head. When the Chimera hits a creature with it’s Spider head’s bite attack, they must make a DC (8 + prof mod + con mod) constitution saving throw or be poisoned for one minute. The creature can make the save again at the end of each of its turns, ending the poison on a success, and taking d4 poison damage on a failure.
Bear Head: When a Chimera hits a creature with its Bear head’s bite attack, it deals one additional die of damage.
Boar Head: If a Chimera with a Boar’s head moves at least 15 feet in a turn, and hits a creature with it’s Boar head’s bite attack, it deals an additional 2d6 damage.


Secondary Heads
Goat Head: A Chimera with a Goat head has an Innate Spell casting feature. Its spellcasting ability is Constitution, and it knows 6 spells from the Wizard spell list of 1st level. It can cast each spell once per day.
Owl Head: A Chimera with an Owl’s head has darkvision up to 120 feet, and it can see invisible and ethereal creatures if they are in that range, and it can see in magical darkness.
Chicken Head: A Chimera with a Chicken head that hits a creature with its Chicken head’s bite attack, that creature must make a DC (8 + prof mod + con mod) constitution saving throw or be incapacitated. The affected creature must make this save again at the end of each of its turns. If it fails a further two saving throws before it succeeds three, it is petrified. When it succeeds for the third time, the effect ends.
Toad Head: A Chimera with a Toad head can instead of making a bite attack with its Toad head, a Chimera may make a ranged weapon attack with the Toad head’s tongue. It has the same attack modifier as the Toad head’s bite attack, and on a hit it deals no damage, but the target is moved to be within 5 feet of the Chimera.
Horse Head: A Chimera with a Horse head can make a Trample attack as part of its multiattack. It has the same attack modifier as the Horse head’s bite attack, and deals 2d6 + its strength modifier bludgeoning damage.
Vulture Head: A Chimera with a Vulture head has a Fear Gaze attack. Instead of making a bite attack with the Vulture head, it targets one creature it can see within 60 feet of it. The target makes a wisdom saving throw with a DC of (8 + prof mod + cha mod). On a failed saving throw, the creature is Frightened of the Chimera until the end of its next turn.


Tail
Snake: A Chimera with a Snake tail deals an additional 2d4 poison damage to a creature hit by the Snake tail’s bite attack.
Squid: A Chimera with a Squid tail grapples a creature that it hits with its Squid head’s bite attack.
Maggot: A Chimera with a Maggot tail causes a creature hit by its Maggot tail’s bite attack to have disadvantage on its next attack roll, skill check, or saving throw.
Crane: A Chimera with a Crane tail has a reach of 15 feet with its Crane head’s bite attack.
Scorpion: A Chimera with a Scorpion tail causes a creature hit by the Scorpion tail’s stinger attack to make a Constitution saving throw with DC (8 + prof mod + con mod) constitution saving throw. A creature that fails the saving throw is paralyzed for one minute, and can repeat the saving throw at the end of each of its turns, ending the paralysis on a success.
Monkey: A Chimera with a Monkey tail has a climbing speed equal to its movement speed, and it can also climb on any surface, even upside down ones.


Wings
Dragon - A Chimera with Dragon wings can dash as a bonus action, as long as all its movement is spent as flying speed. All of the dash’s movement must be spent at least 10 feet above the ground.
Eagle - A Chimera with Eagle wings deals an additional 2d6 damage on its first attack that hits a creature on a turn when it spends at least half of its movement speed moving towards that creature in a straight line.
Insect - A Chimera with Insect wings is actually a Large Swarm of Small Creatures. Its statistics do not change, except that it gains the Swarm feature, it has resistance to bludgeoning, piercing and slashing damage, and deals half damage with its attacks while it has less than half of its hit points.
Fins - A Chimera with Fins has a swim speed instead of a Fly speed.
Bat - A Chimera with Bat wings has advantage on stealth checks while it is flying.
Extra Arms - A Chimera with Extra Arms has no Fly speed, but gains two extra bash attacks. They have the same attack modifier as the Secondary Head’s bite attack, and each deals d6 + strength modifier damage. A creature hit by these bash attacks is grappled by that arm, escape DC (8 + prof mod + str mod).

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