Free interactive D&D 5e SRD stat block

Chimera

Large Monstrosity, CR 6, AC 14, 114 HP. Chaotic Evil.

Large Monstrosity, Chaotic Evil

AC
14
Initiative
+0 (10)
HP
114 (12d10+48)
Speed
30 ft., Fly 60 ft.
ScoreModSave
STR 19 +4 +4
DEX 11 +0 +0
CON 19 +4 +4
INT 3 -4 -4
WIS 14 +2 +2
CHA 10 +0 +0
Skills
Perception +8
Senses
Darkvision 60 ft.; Passive Perception 18
Languages
Understands Draconic but can't speak
CR
6 (XP 2,300; PB +3)

Actions

Multiattack. The chimera makes one Ram attack, one Bite attack, and one Claw attack. It can replace the Claw attack with a use of Fire Breath if available.

Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6+4) Piercing damage, or 18 (4d6+4) Piercing damage if the chimera had Advantage on the attack roll.

Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6+4) Slashing damage.

Ram. Melee Attack Roll: +7, reach 5 ft. Hit: 10 (1d12+4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition.

Fire Breath (Recharge 5-6). Dexterity Saving Throw: DC 15, each creature in a 15-foot Cone. Failure: 31 (7d8) Fire damage. Success: Half damage.

How to run Chimera

A chimera is an aerial ambush predator with three heads that all want to bite the same person. Run it that way. The 60 ft. fly speed and Perception +8 (passive 18) means the chimera spots the party first, picks the squishiest member it can see, and dives. Open the encounter in the air with Fire Breath if it's available: 15-foot cone, DC 15 Dex save, 31 fire on a fail, and the recharge means you can get it back inside three rounds. Center the cone on the cleric and watch the party's plan reshape itself.

After the breath, switch to Multiattack. One Ram, one Bite, one Claw, with the option to swap the Claw for a recharged Fire Breath. The Bite has a hidden teeth: 11 piercing on a normal hit, but 18 piercing if the chimera had advantage on the roll. So the priority is to set up advantage. Diving from 30 ft. up, attacking a prone target, attacking a target the players have flanked themselves into, anything that triggers advantage doubles the bite's damage dice. Ram is the setup tool: 10 bludgeoning and a Medium-or-smaller target is knocked prone, which sets up advantage on the bite next turn from a melee attacker.

The chimera has Int 3, so it does not coordinate with allies, count rounds, or recognize tactical surrender. It does recognize pain. Once Bloodied, it stops engaging the front line and flies straight up out of melee reach, breathing fire on whoever is left if Recharge cooperates. Reaching the chimera then requires the party to climb, fly, or shoot, and the chimera regains range every turn at 60 ft. fly speed.

If the party kills the chimera and stops there, they are missing the point. Three heads means three ways the chimera was hunting. Find the lair on the cliff face and put a clutch of chimera young inside, plus the bones of the last group who tried.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
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