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Arid Chimera




The Demon Winds not only corrupt people and beasts but magical creatures caught in its scouring gale as well. The arid chimera was slain by head and thirst yet the howling, sinister magic will not let it rest. Animated by demonic magic, the arid chimera is a leathery horror, its wings long disintegrated into dust. Oftentimes, the goat head on its back has fallen to pieces, while its lions head and snake tail are riddled with exposed bones. Sometimes it is the goat head that survived and the lion's that is jagged hole. Either way, it is still a terrible foe to contend with.

Arid Chimera

Large undead, chaotic evil

Armor Class 16 (natural armor)

Hit Points 93 (11d10 + 33)

Speed 30ft

Str 20 Dex 9 Con 16 Int 3 Wis 9 Cha 6

Damage Immunities poison

Condition Immunities exhaustion, petrified, poisoned

Sensesdarkvision 60 ft., passive Perception 15

Languages understands Draconic but can't speak

Challenge 6 (2,300 XP)

Undead Fortitude.

If damage reduces the arid chimera to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the monster drops to 1 hit point instead.

Actions

Multiattack.

The chimera makes three attacks: one with its bite, one with its claws, and one with its tail. When its desiccating breath is available, it can use the breath in place of its bite or horns.

Bite.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Claws.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Tail.

Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 8 (1d6 + 5) piercing damage. In addition, the creature must succeed on a DC 14 Constitution save or be poisoned for the next minute. An affected creature repeats this save at the end of each of its turns, the effect ending on success.

Desiccating Breath (Recharge 5-6).

The dragon head exhales parching sand in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 27 (6d8) necrotic damage on a failed save, or half as much damage on a successful one.

Variant:

Phantom Goat. In this case, the arid chimera's lion's head is destroyed or otherwise useless. While the goat head on its back is animated with spectral light. The arid chimera loses its bite attack. In its place it gains the following.


Ghastly Goat Scream. Ranged Spell Attack: +6 to hit, range 90 ft., one target. Hit: 10 (2d6 + 3) thunder damage. In addition, the creature must succeed on a DC 14 Wisdom save or be frightened of the arid chimera until the end of its next turn.


The arid chimera's multi-attack replaces the word bite with ghastly goat scream.

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