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Monster Manual

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CHIMERAIllus. by C. Critchlow34CHIMERALarge Magical BeastHit Dice: 9d10+27 (76 hp)Initiative: +1Speed: 30 ft. (6 squares), fly 50 ft. (poor)Armor Class: 19 (–1 size, +1 Dex, +9 natural), touch 10,flat-footed 18Base Attack/Grapple: +9/+17Attack: Bite +12 melee (2d6+4)Full Attack: Bite +12 melee (2d6+4) and bite +12 melee (1d8+4)and gore +12 melee (1d8+4) and 2 claws +10 melee (1d6+2)Space/Reach: 10 ft./5 ft.Special Attacks: Breath weaponSpecial Qualities: Darkvision 60 ft., low-light vision, scentSaves: Fort +9, Ref +7, Will +6Abilities: Str 19, Dex 13, Con 17, Int 4, Wis 13, Cha 10Skills: Hide +1*, Listen +9, Spot +9Feats: Alertness, Hover, Iron Will, MultiattackEnvironment: Temperate hillsOrganization: Solitary, pride (3–5), or flight (6–13)Challenge Rating: 7Treasure: StandardAlignment: Usually chaotic evilAdvancement: 10–13 HD (Large); 14–27 HD (Huge)Level Adjustment: +2 (cohort)This creature has the hindquarters of a big goat and the forequarters of agreat lion. It has dragon wings and three heads: a horned goat, a manelesslion, and a fierce dragon.The chimera is a bizarre predator that hunts on the ground andon the wing. It can defeat even the hardiest opponent with aflurry of claws and fangs.A chimera is about 5 feet tall at the shoulder, nearly 10 feetlong, and weighs about 4,000 pounds. A chimera’s dragon headmight be black, blue, green, red, or white.Chimeras can speak Draconic but seldom bother to do so,except when toadying to more powerful creatures.COMBATA deadly foe, the chimera prefers to surprise prey. It oftenswoops down from the sky or lies concealed until it charges. Thedragon head can loose a breath weapon instead of biting. Severalchimeras attack in concert.Breath Weapon (Su): A chimera’s breath weapon dependson the color of its dragonhead, as summarizedon thetable below.ChimeraRegardless of its type, a chimera’s breath weapon is usable onceevery 1d4 rounds, deals 3d8 points of damage, and allows a DC 17Reflex save for half damage. The save DC is Constitution-based.To determine a chimera’s head color and breath weapon randomly,roll 1d10 and consult the table below.1d10 Head Color Breath Weapon1–2 Black 40-foot line of acid3–4 Blue 40-foot line of lightning5–6 Green 20-foot cone of gas (acid)7–8 Red 20-foot cone of fire9–10 White 20-foot cone of coldSkills: A chimera’s three heads give it a +2 racial bonus on Spotand Listen checks.*In areas of scrubland or brush, a chimera gains a +4 racialbonus on Hide checks.Carrying Capacity: A light load for a chimera is up to 348pounds; a medium load, 349–699 pounds, and a heavy load,700–1,050 pounds.CHOKERSmall AberrationHit Dice: 3d8+3 (16 hp)Initiative: +6Speed: 20 ft. (4 squares), climb 10 ft.Armor Class: 17 (+1 size, +2 Dex, +4 natural), touch 13,flat-footed 15Base Attack/Grapple: +2/+5Attack: Tentacle +6 melee (1d3+3)Full Attack: 2 tentacles +6 melee (1d3+3)Space/Reach: 5 ft./10 ft.Special Attacks: Improved grab, constrict 1d3+3Special Qualities: Darkvision 60 ft., quicknessSaves: Fort +2, Ref +5, Will +4Abilities: Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7Skills: Climb +13, Hide +10, Move Silently +6Feats: Improved Initiative B , Lightning Reflexes, StealthyEnvironment: UndergroundOrganization: SolitaryChallenge Rating: 2Treasure: 1/10 coins; 50% goods; 50% itemsAlignment: Usually chaotic evilAdvancement: 4–6 HD (Small); 7–12 HD (Medium)Level Adjustment: —A creature perches in the shadows, near the ceiling, in a corner of thechamber. Its body resembles that of a naked halfling with mottled flesh,but its limbs are incredibly spindly and long. It hisses, showing sharp, largeteeth an instant before one of its limbs snaps out like a whip.These vicious little predators lurk underground, grabbing whateverprey happens by.A choker’s skull, spine, and rib cage are bony, but its limbs arereally tentacles with multiple knobby joints of cartilage. Thus, itappears bowlegged, and its movements seem peculiar and fluid.Its hands and feet have spiny pads that help the choker gripalmost any surface. The creature weighs about 35 pounds.Chokers speak Undercommon.COMBATA choker likes to perch near the ceiling, often atintersections, archways, wells, or staircases, and reachdown to attack its prey.A choker attacks creatures of almost any size, butprefers lone prey of its size or larger. If one is veryhungry, it may attack a group, but it waits to grabthe last creature in line.

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