```metadata title: Primeval Chimera description: >- A powerful creature (Legendary CR 24) for a dynamic and cinematic combat encounter, inspired by Dragons Dogma. tags: '' systems: - 5e renderer: legacy ```
___ ___ > ## Primeval Chimera >*Gargantuan monstrosity, chaotic evil* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 407 (22d20 + 176) > - **Speed** 40 ft., fly 60 ft (special). >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|26 (+8)|11 (+0)|26 (+8)|11 (+0)|16 (+3)|16 (+3)| >___ > - **Saving Throws** Wis +10, Cha +10 > - **Skills** Perception +17 > - **Damage Resistances** fire, poison > - **Condition Immunities** blinded, charmed, deafened, frightened, poisoned > - **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 27 > - **Languages** Abyssal, Common, Draconic > - **Challenge** 24 (62,000 XP) > ___ > ***Legendary Resistance (3/Day).*** If the chimera fails a saving throw, it can choose to succeed instead. > > ***Prodigal Form.*** The chimera's body is larger than its wings can reasonably sustain, resulting in ephemeral flight. If the chimera ends its turn while flying, it falls. > > ***Legion Consciousness.*** The chimera is formed by multiple independently opperating heads. Each of these heads can take an action on the chimera's turn, and each has its own reaction. If damage is dealt to a head, the same amount of damage is dealt to the chimera. Any excess damage dealt to a head is not dealt to the chimera. If multiple heads or the chimera are forced to make a saving throw because of the area they are in to avoid damage, any damage dealt is distributed equally to the subjected heads. The chimera is not considered in the area if any of its heads are already. Spells, abilities or attacks that have a target can > >specify a head, which have their own statistics. While the chimera is standing, each head is >considered to be 15 feet above the ground. >Creatures can attempt to climb the chimera by making a DC 16 Strength (Athletics) check. On a failed check, they are knocked prone. If the chimera has any of the following conditions, each of its heads does as well: exhaustion, incapacitated, invisible, paralyzed, petrified, prone. > >***Arrogant Belligerence.*** The chimera cannot take the dodge or disengage actions. > ### Actions > ***Frightful Pressense.*** Each creature of the chimera's choice that is within 120 feet of the chimera and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the chimera's Frightful Presence for the next 24 hours. > ### Legendary Actions >The chimera can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The chimera regains spent legendary actions at the start of its turn. > >**Detect.** The chimera makes a Wisdom (Perception) check. > >**Violent Movement.** The chimera moves up to half its walking speed. Any creature climbing it must make a DC 16 Strength (Athletics) check or fall off the chimera and be knocked prone. > >**Legion Action (2 actions).** One of the chimera's heads can use any of their actions, except for casting a spell. \page ___ > ## Primeval Chimera: Dragon Head >*Large dragon, chaotic evil* > ___ > - **Armor Class** 18 (natural armor) > - **Hit Points** 119 (14d6 + 70) > - **Speed** -- >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|23 (+6)|10 (+0)|21 (+5)|14 (+2)|11 (+0)|19 (+4)| >___ > - **Saving Throws** Dex +4, Con +9, Wis +4, Cha +8 > - **Damage Immunities** fire > - **Senses** passive Perception 18 > - **Skills** Perception +8 > - **Languages** Abyssal, Common, Draconic. > - **Challenge** -- > ___ > ***Legion Member.*** The dragon head is one of four on the Primeval Chimera. It acts on the chimera's initiative. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage. > > ***Fire Breath (Recharge 5–6).*** The dragon head exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. >##### Amalgamate Dynamism While their interests generally allign, the heads of the Primeval Chimera are separate in their thoughts. Given the intelligence and charisma of the dragon head, it is the most likely to engage in conversation with other creatures, and it often leads the other heads toward common pursuits. It is possible to appeal to the seldom differing motivations of each head, and in doing so the cohesive unit can descend into confused or aggrevated chaos. When players make persuasion checks against the primeval chimera (made with disadvantage if the chimera is hostile), that check is considered separately by each head. The dragon may attempt to unify the heads by making a persuasion check of its own (made with advantage when they are considered friendly with each other). ___ > ## Primeval Chimera: Lion Head >*Large monstrosity, chaotic evil* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 133 (14d6 + 84) > - **Speed** -- >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|26 (+8)|16 (+3)|22 (+6)|8 (-1)|12 (+1)|14 (+2)| >___ > - **Saving Throws** Str +12, Wis +5 > - **Damage Resistances** bludgeoning from nonmagical attacks > - **Senses** passive Perception 15 > - **Skills** Perception +5 > - **Languages** Abyssal, Common, Draconic. > - **Challenge** -- > ___ > ***Legion Member.*** The lion head is one of four on the Primeval Chimera. It acts on the chimera's initiative. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. Hit: 21 (2d12 + 8) piercing damage. If the target is a huge or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the lion head can't bite another target. > > ***Swallow.*** The lion head makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed by the primeval chimera, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the primeval chimera, and it takes 28 (8d6) acid damage at the start of each of the primeval chimera's turns. The primeval chimera can have only one creature swallowed at a time. If the primeval chimera takes 30 damage or more on a single turn from the swallowed creature, the primeval chimera must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the lion head. If the lion head dies, a swallowed creature is no longer restrained by the primeval chimera and can escape from the corpse by using 15 feet of movement, exiting prone. \page ___ > ## Primeval Chimera: Goat Head >*Large monstrosity, chaotic evil* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 91 (14d6 + 42) > - **Speed** -- >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|10 (+0)|17 (+3)|10 (+0)|14 (+2)|19 (+4)| >___ > - **Saving Throws** Con +7, Wis +6, Cha +8 > - **Damage Resistances** psychic > - **Condition Immunities** frightened > - **Senses** passive Perception 12 > - **Languages** Abyssal, Common, Draconic. > - **Challenge** -- > ___ > ***Legion Member.*** The goat head is one of four on the Primeval Chimera. It acts on the chimera's initiative. > > ***Innate Spellcasting.*** The Goat Head's spellcasting ability is Charisma (spell save DC 16). The Goat Head can innately cast the following spells, requiring no somatic or material components: > > > At will: *bane, sleep (4th level), dissonant whispers* > >3/day each: *shatter (4th level), silence* > >1/day each: *counterspell, confusion, hypnotic pattern, scatter, synaptic static, telekenesis* > > ### Actions > ***Ram.*** *Melee Weapon Attack:* +7 to hit, reach 15 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage. > ___ > ## Primeval Chimera: Serpent Head >*Large monstrosity, chaotic evil* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 91 (14d6 + 42) > - **Speed** -- >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|17 (+3)|17 (+3)|10 (+0)|12 (+1)|12 (+1)| >___ > - **Saving Throws** Dex +7, Con +7 > - **Damage Immunities** Poison > - **Condition Immunities** Poisoned > - **Senses** passive Perception 12 > - **Languages** Abyssal, Common, Draconic. > - **Challenge** -- > ___ > ***Legion Member.*** The serpent head is one of four on the Primeval Chimera. It acts on the chimera's initiative. > ### Actions > ***Bite.*** *Melee Weapon Attack:* +10 to hit, reach 15 ft., one creature. Hit: 17 (2d10 + 6) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. If the target fails the save by 5 or more, they become paralyzed and must repeat the save at the end of each of their turns, ending the effect on a success. >