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Chimera (Red Dragon)Creature 8


UncommonCELargeBeast
Source Pathfinder Bestiary
Perception +16 (darkvision, scent (imprecise) 30 feet)
Languages Draconic
Skills Acrobatics +14, Athletics +18, Stealth +18
Str +6, Dex +2, Con +4, Int -3, Wis +2, Cha +0

AC 27; Fort +18; Reflex +16; Will +14;
HP 135
Speed 25 feet (fly 40 feet)

Dragon Jaws One Action +20 (+15, +10) to hit 2d6 Fire + 2d6+9 Piercing
Lion Jaws One Action +20 (+15, +10) to hit 2d10+9 Piercing
Goat Horns One Action +20 (+15, +10) to hit 2d10+9 Piercing
Claw One Action +20 (+16, +12) to hit (agile) 2d6+9 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Three Headed

Any ability that would sever a chimera's head (such as a critical hit with a Vorpal Weapon) severs one head at random. Losing a head doesn't kill a chimera (as long as it has one head left), but it does prevent it from making Strikes with the lost head or using the head's Breath Weapon.

Triple Opportunity

A chimera gains 2 extra reactions each round that it can use only to make Attacks of Opportunity. It must use a different head for each reaction, and it can't use more than one on the same triggering action. If it loses one of its heads, it also loses one of these extra reactions.

Breath Weapon Two Actions (arcane, evocation)

The chimera breathes a 30-foot cone of fire that deals 9d6 fire damage to all creatures in the area (DC 26 basic reflex save).

The chimera can't use Breath Weapon again for 1d4 rounds.

Draconic Bite

A chimera's red dragon head deals an extra 2d6 fire damage (already included).

Three-Headed Strike Two Actions

The chimera makes a Strike with its dragon jaws, lion jaws, and goat horns, each at a -2 penalty and targeting a different creature. These Strikes count as only one attack for the chimera's multiple attack penalty, and the penalty doesn't increase until after it has made all three attacks.


The chimera is the archetypal example of an unnatural monster made up of a monstrous mix of wildly different component creatures: in this case, a lion, a dragon, and a goat. Wild, hateful, and hungry, it tries to eat any creature it sees, but sometimes a strong-willed master is able to compel a chimera to serve as a guardian or even a mount.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.