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Monsters

Id20
NameChimera
Size and TypeLarge Magical Beast
Hit Dice9d10+27 (76)
Initiative+1 (Dex)
Speed30 ft., fly 50 ft. (poor)
Armor Class16 (-1 size, +1 Dex, +6 natural)
AttacksBite +12 melee, bite +10 melee, butt +10 melee, 2 claws+10 melee
DamageBite 2d6+4, bite 1d8+2, butt 1d8+2, claw 1d6+2
Face and Reach5 ft. by 10 ft./5 ft.
Special AttacksBreath weapon
Special QualitiesScent
Saves_Fort9
Saves_Ref7
Saves_Will4
AbilitiesStr 19, Dex 13, Con 17, Int 4, Wis 13, Cha 10
SkillsHide +4, Listen +9, Spot +9
FeatsAlertness, Multiattack
Climate and TerrainAny land and underground
OrganizationSolitary, pride (3-5), or flight (6-13)
CR7
TreasureStandard
AlignmentUsually chaotic evil
Advancement10-13 HD (Large); 14-27 HD (Huge)
Description

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.

1d10	Head Color	Breath Weapon
----	----------	-------------
1-2	Black		Line of acid
3-4	Blue		Line of lightning
5-6	Green		Cone of gas
7-8	Red		Cone of fire
9-10	White		Cone 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.