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\columnbreak ### Mythological Beasts These creatures often embody a myriad of characteristics, ranging from the awe-inspiring and benevolent to the malevolent and treacherous. They are the very embodiment of nature's wonders, mysteries, and sometimes, its wrath. Their forms and attributes often stem from a fusion of various natural elements, sometimes even defying the laws of nature, presenting a visage both familiar and yet utterly alien. \pagebreak ### Tier 0 ___ > ## Small Griff >*Tiny, Beast* > >*Tier 0, Challenge Point 1, XP: -* > > ### Attributes >|**AC** 11 |**AP** 0 | >|:-|:-| > |**HP** 1 | **Posture** 4 | > - **Passive Insight/ Perception** 10 > - **Language** None > ### Movement >|**Base/ Fly** 30 | **Climb/ Swim** 10 | **Dash** 20 | >|:-|:-:|-:| > ### Stats + Skills >|**STR** -3 |**DEX** +3 |**INT** -3 |**WIS** +0|**CHA** -3| >|:---:|:---:|:---:|:---:|:---:| > - **LU +0:** Luck Points: 0; Critical Fail: 1 > > \columnbreak ### Tier 1 ___ > ## Hippogriff >*Large, Beast* > >*Tier 1, Challenge Point 4, XP: 4* > > ### Attributes >|**AC** 8 |**AP** 0 | >|:-|:-| > |**HP** 21 | **Posture** 8 | > - **Passive Insight/ Perception** 10 > - **Language** None > ### Movement >|**Base/ Fly** 40 | **Climb** 0/ **Swim** 10 | **Dash** 20 | >|:-|:-:|-:| > ### Stats + Skills >|**STR** +5 |**DEX** +0 |**INT** -3 |**WIS** +0|**CHA** -3| >|:---:|:---:|:---:|:---:|:---:| > - **LU +0:** Luck Points: 0; Critical Fail: 1 > > > > ### Action (1) > - **Peck** *Hit* +5, *Dmg* 1d8 thrust > - *Advanced Precision:* You Attack with advantage. If the Attack was already with advantage, it automatically hits instead. > - **Hooves** *Hit* +5, *Dmg* 1d8 strike > - *Knocker:* On a hit, a target smaller than you becomes Knocked Prone and takes double Posture damage. \pagebreak ### Tier 2
___ ___ > ## Young Griffon >*Large, Beast* > >*Tier 2, Challenge Point 6, XP: 12* > > ### Attributes >|**AC** 15 |**AP** 0 | >|:-|:-| > |**HP** 40 | **Posture** 25 | > - **Passive Insight/ Perception** 14 > - **Language** None > ### Movement >|**Base/ Fly** 35 | **Climb/ Swim** 15 | **Dash** 30 | >|:-|:-:|-:| > ### Stats + Skills >|**STR** +4 |**DEX** +7 |**INT** -3 |**WIS** +4 |**CHA** -3| >|:---:|:---:|:---:|:---:|:---:| > - **LU +0:** Luck Points: 0; Critical Fail: 1 > > > ### Ability > > - **Pounce** If you Dash and move up to 20 feet on your turn, you can make 1 Attack as a Free Action. > > ### Actions (1) > - **Talons** *Hit* +7, *Dmg* 1d8 slash > - *Aerial Grab:* If you hit 2 Attacks against the same creature on your turn, you can grab that creature. You can only grab 1 creature at once. If you drop that creature, it must succeed on a Brawling Save (DC 14) to keep holding you and avoid falling. That creature must then repeat this Save at the start of your turns. > - *Light Attack:* You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage. > - **Peck** *Hit* +7, *Dmg* 2d8 thrust > - *Advanced Precision:* You Attack with advantage. If the Attack was already with advantage, it automatically hits instead. \pagebreak ___ ___ > ## Griffon >*Large, Beast* > >*Tier 2, Challenge Point 16, XP: 24* > > ### Attributes >|**AC** 16 |**AP** 0 | >|:-|:-| > |**HP** 102 | **Posture** 56 | > - **Passive Insight/ Perception** 14 > - **Language** None > ### Movement >|**Base/ Fly** 35 | **Climb/ Swim** 20 | **Dash** 40 | >|:-|:-:|-:| > ### Stats + Skills >|**STR** +6 |**DEX** +8 |**INT** -3 |**WIS** +4 |**CHA** -3| >|:---:|:---:|:---:|:---:|:---:| > - **LU +0:** Luck Points: 0; Critical Fail: 1 > >\columnbreak > > ### Ability > - **Fast Impulse** You're on fast terrain during the turns that you Dash. > - **Pounce** If you Dash and move at least 20 feet on your turn, you can make 1 Attack as a Free Action. > > ### Actions (1) > - **Talons** *Hit* +8, *Dmg* 1d12 slash > - *Aerial Grab:* If you hit 2 Attacks against the same creature on your turn, you can grab that creature. You can only grab 1 creature at once. If you drop that creature, it must succeed on a Brawling Save (DC 14) to keep holding you and avoid falling. That creature must then repeat this Save at the start of your turns. > - *Light Attack:* You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage. > - **Peck** *Hit* +8, *Dmg* 2d12 thrust > - *Advanced Precision:* You Attack with advantage. If the Attack was already with advantage, it automatically hits instead. \pagebreak ___ ___ > ## Pegasus >*Large, Beast/ Celestial* > >*Tier 2, Challenge Point 5, XP: 10* > > ### Attributes >|**AC** 9 |**AP** 0 | >|:-|:-| > |**HP** 37 | **Posture** 20 | > |**Mana** 4 > - **Passive Insight/ Perception** 15 > - **Language** Celestial Speech > ### Movement >|**Base/ Fly** 25 | **Climb** 0/ **Swim** 20 | **Dash** 40 | >|:-|:-:|-:| > ### Stats + Skills >|**STR** +7 |**DEX** +1 |**INT** -3 |**WIS** +5 |**CHA** +3 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +3:** Luck Points: 3; Critical Fail: 1 > > ### Abilities > - **Evil Slayer** Once per round, when you deal damage to a Fiend or Undead creature, that creature takes extra 1d6 light damage. >- **Fast** You are always on fast terrain > - **Spell Skill** Spell Hit: +7, Spell DC (15) > > ### Action (1) > - **Radiant Hooves** *Hit* +7, *Dmg* 1d12 strike + 1d12 light > - *Knocker:* On a hit, a target smaller than you becomes Knocked Prone and takes double Posture damage. > - **Cast Spell** You can cast the following spells: > - *At Will:* Bless, Minor Beam Light, Sense Good & Evil > ### Bonus Action > - **Cast Spell** You can cast the following spells: > - *Level 1 (1 Mana):* Restoration \pagebreak ___ ___ > ## Unicorn >*Large, Beast/ Fey* > >*Tier 2, Challenge Point 5, XP: 10* > > ### Attributes >|**AC** 9 |**AP** 0 | >|:-|:-| > |**HP** 37 | **Posture** 20 | > |**Mana** 4 > - **Passive Insight/ Perception** 15 > - **Language** Sylvan > ### Movement >|**Base/ Fly** 25 | **Climb** 0/ **Swim** 20 | **Dash** 40 | >|:-|:-:|-:| > ### Stats + Skills >|**STR** +7 |**DEX** +1 |**INT** -3 |**WIS** +5 |**CHA** +3 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +3:** Luck Points: 3; Critical Fail: 1 > > ### Abilities > - **Charge Frenzy** Once per round, when you Dash and move at least 20 feet, you can make 1 Horn Attack as a Free Action. > >\columnbreak > > - **Fast** You are always on fast terrain > - **Fey Heritage** You have advantage on Insight and Memory Checks and Saves. > > - **Spell Skill:** Spell Hit: +7, Spell DC (15) > > ### Action (1) > - **Hooves** *Hit* +7, *Dmg* 1d12 strike > - *Knocker:* On a hit, a target smaller than you becomes Knocked Prone and takes double Posture damage. > - **Horn** *Hit* +7, *Dmg* 1d12 thrust > - *Charge Attack:* If you Dash and move at least 20 feet, you can make this Attack with advantage and if it hits, the target becomes Knocked Prone. > - **Cast Spell** You can cast the following spells: > - *At Will:* Commune with Nature,Conjure Minor Vines > - *Level 1 (1 Mana):* Conjure Vines > ### Free Action > - **Cast Spell** You can cast the following spells: > - *Level 1 (1 Mana):* Wild Body \pagebreak ___ ___ > ## Hippocampus >*Large, Beast/ Fey* > >*Tier 2, Challenge Point 5, XP: 10* > > ### Attributes >|**AC** 9 |**AP** 0 | >|:-|:-| > |**HP** 37 | **Posture** 20 | > |**Mana** 6 > - **Passive Insight/ Perception** 15 > - **Language** Sylvan > ### Movement >|**Base/ Swim (breath)** 25 | **Climb/ Walk** 0 | **Dash** 40 | >|:-|:-:|-:| > ### Stats + Skills >|**STR** +7 |**DEX** +1 |**INT** -3 |**WIS** +5 |**CHA** +3 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +3:** Luck Points: 3; Critical Fail: 1 > > > ### Abilities > - **Fey Heritage** You have advantage on Insight and Memory Checks and Saves. > - **Swimmer** You are in harsh terrain while on the ground, and in fast terrain while underwater. In addition, you don't have disadvantage on Attacks because you are underwater. > > - **Spell Skill:** Spell Hit: +7, Spell DC (15) > > ### Action (1) > > - **Fish Tail** *Hit* +7, *Dmg* 1d12 strike > - *Water Bash:* On a hit, a creature is pushed 10 feet away from you while underwater and take extra 1d6 strike damage. This Attack deal double Posture damage. > - **Cast Spell** You can cast the following spells: > - *At Will:* Commune with Nature,
Minor Water Manipulation, Water Dart > - *Level 4 (6 Mana):* Control Water \pagebreak ___ > ## Young Owlbear >*Large, Beast* > >*Tier 2, Challenge Point 6, XP: 12* > > ### Attributes >|**AC** 10 |**AP** 3 | >|:-|:-| > |**HP** 55 | **Posture** 29 | > - **Passive Insight/ Perception** 15 > - **Senses** Dark Vision > - **Language** None > ### Movement >|**Base/ Climb/ Swim** 30 | **Dash** 40 | >|:-|:-:|-:| > ### Stats + Skills >|**STR** +7 |**DEX** +2 |**INT** -3 |**WIS** +5 |**CHA** -3 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +0:** Luck Points: 0; Critical Fail: 1 > > > ### Abilities > > - **Reckless** You gain advantage on all your Attacks, but all Attacks against you also gain advantage. > ### Actions (2) > - **Peck** *Hit* +7, *Dmg* 2d8 thrust > - *Advanced Precision:* You Attack with advantage. If the Attack was already with advantage, it automatically hits instead. > - **Claw** *Hit* +7, *Dmg* 2d8 slash > - *Bloody Hit:* If you deal damage to the HP of a creature, it starts Bleeding (1d6). \columnbreak
### Tier 3 ___ > ## Owlbear >*Enormous, Beast* > >*Tier 3, Challenge Point 8, XP: 24* > > ### Attributes >|**AC** 10 |**AP** 3 | >|:-|:-| > |**HP** 73 | **Posture** 38 | > - **Passive Insight/ Perception** 16 > - **Senses** Dark Vision > - **Language** None > ### Movement >|**Base/ Climb/ Swim** 30 | **Dash** 50 | >|:-|:-:|-:| > ### Stats + Skills >|**STR** +9 |**DEX** +2 |**INT** -3 |**WIS** +6 |**CHA** -3 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +0:** Luck Points: 0; Critical Fail: 1 > > > ### Abilities > > - **Blood Frenzy** Once per round, you can Attack 1 target that is Bleeding as a Free Action. > - **Reckless** You gain advantage on all your Attacks, but all Attacks against you also gain advantage. > > ### Actions (2) > - **Peck** *Hit* +9, *Dmg* 2d10 thrust > - *Advanced Precision:* You Attack with advantage. If the Attack was already with advantage, it automatically hits instead. > - **Claw** *Hit* +9, *Dmg* 2d10 slash > - *Bloody Hit:* If you deal damage to the HP of a creature, it starts Bleeding (1d8). \pagebreak ___ ___ > ## Raging Owlbear >*Enormous, Beast* > >*Tier 3, Challenge Point 17, XP: 51* > > ### Attributes >|**AC** 12 |**AP** 3 | >|:-|:-| > |**HP** 145 | **Posture** 72 | > - **Passive Insight/ Perception** 14 > - **Senses** Dark Vision > - **Language** None > ### Movement >|**Base/ Climb/ Swim** 30 | **Dash** 50 | >|:-|:-:|-:| > ### Stats + Skills >|**STR** +9 |**DEX** +4 |**INT** -3 |**WIS** +4 |**CHA** -3 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +0:** Luck Points: 0; Critical Fail: 1 > > - \columnbreak > > > ### Abilities > - **Aura of Fear** At the start of your turn, all creatures within 30 feet of you must succeed on an Insight Save (DC 17) or become Scared of you for 1 turn. > - **Blood Frenzy** Once per round, you can Attack 1 target that is Bleeding as a Free Action. > - **Insane** When you take psychic damage, you regain Posture instead of taking that damage, but you also become Confused after. > - **Reckless** You gain advantage on all your Attacks, but all Attacks against you also gain advantage. > > ### Actions (3) > - **Peck** *Hit* +9, *Dmg* 2d10 thrust > - *Advanced Precision:* You Attack with advantage. If the Attack was already with advantage, it automatically hits instead. > - **Claw** *Hit* +9, *Dmg* 2d10 slash > - *Bloody Hit:* If you deal damage to the HP of a creature, it starts Bleeding (1d8). \pagebreak ___ ___ > ## Royal Young Griffon >*Enormous, Beast* > > >*Tier 3, Challenge Point 7, XP: 21* > > ### Attributes >|**AC** 17 |**AP** 0 | >|:-|:-| > |**HP** 50 | **Posture** 28 | > - **Passive Insight/ Perception** 17 > - **Language** None > ### Movement >|**Base/ Fly** 35 | **Climb/ Swim** 25 | **Dash** 50 | >|:-|:-:|-:| > ### Stats + Skills >|**STR** +8 |**DEX** +7 |**INT** -2 |**WIS** +7 |**CHA** -3 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +0:** Luck Points: 0; Critical Fail: 1 > > ### Ability > - **Fast Impulse** You're on fast terrain during the turns that you Dash. > - **Pounce** If you Dash and move at least 20 feet on your turn, you can make 1 Attack as a Free Action. > - **Wind Supremacy** When you Dash or Disengage, all creatures within 10 feet of you must succeed on an Athletics Save (DC 16), or be pushed 10 feet away from you and become Knocked Prone. > ### Actions (1) > - **Talons** *Hit* +8, *Dmg* 1d12 slash > > - *Aerial Grab:* If you hit 2 Attacks against the same creature on your turn, you can grab that creature. You can only grab 1 creature at once. If you drop that creature, it must succeed on a Brawling Save (DC 16) to keep holding you and avoid falling. That creature must then repeat this Save at the start of your turns. > > - *Light Attack:* You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage. > > - **Peck** *Hit* +8, *Dmg* 2d12 thrust > > - *Advanced Precision:* You Attack with advantage. If the Attack was already with advantage, it automatically hits instead. > \pagebreak ___ ___ > ## Royal Griffon >*Enormous, Beast* > > >*Tier 3, Challenge Point 17, XP: 51* > > ### Attributes >|**AC** 17 |**AP** 0 | >|:-|:-| > |**HP** 111 | **Posture** 58 | > - **Passive Insight/ Perception** 17 > - **Language** None > ### Movement >|**Base/ Fly** 35 | **Climb/ Swim** 25 | **Dash** 50 | >|:-|:-:|-:| > ### Stats + Skills >|**STR** +9 |**DEX** +7 |**INT** -2 |**WIS** +7 |**CHA** -3 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +0:** Luck Points: 0; Critical Fail: 1 > > ### Ability > - **Fast Impulse** You're on fast terrain during the turns that you Dash. > - **Pounce** If you Dash and move at least 20 feet on your turn, you can make 1 Attack as a Free Action. > - **Wind Supremacy** When you Dash or Disengage, all creatures within 10 feet of you must succeed on an Athletics Save (DC 17), or be pushed 10 feet away from you and become Knocked Prone. > ### Actions (2) > - **Talons** *Hit* +9, *Dmg* 1d12 slash > > - *Aerial Grab:* If you hit 2 Attacks against the same creature on your turn, you can grab that creature. You can only grab 1 creature at once. If you drop that creature, it must succeed on a Brawling Save (DC 17) to keep holding you and avoid falling. That creature must then repeat this Save at the start of your turns. > > - *Light Attack:* You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage. > > - **Peck** *Hit* +9, *Dmg* 2d12 thrust > > - *Advanced Precision:* You Attack with advantage. If the Attack was already with advantage, it automatically hits instead. > > - **Royal Roar** All creatures within 20 feet of you must make an Endurance Save (DC 17), taking 2d12 sonic damage on a fail, or half as much on a success. > - A creature that takes this sonic damage must also succeed on an Insight Save (DC 17), or become Scared of you for 1 turn. > > - *Triumph:* This Action has a limit of once per round. \pagebreak ___ ___ > ## Manticore >*Large, Beast/ Monstrosity* > >*Tier 3, Challenge Point 28, XP: 84* > > ### Attributes >|**AC** 18 |**AP** 0 | >|:-|:-| > |**HP** 175 | **Posture** 92 | > - **Passive Insight/ Perception** 16 > - **Language** Common, Infernal Speech > ### Movement >|**Base/ Fly** 45 | **Climb/ Swim** 20 | **Dash** 40 | >|:-|:-:|-:| > ### Stats + Skills >|**STR** +7 |**DEX** +8 |**INT** +5 |**WIS** +6 |**CHA** +4 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +0:** Luck Points: 0; Critical Fail: 1 > > > ### Ability > > - **Pounce** If you Dash and move at least 20 feet on your turn, you can make 1 Attack as a Free Action. > - **Wind Supremacy** When you Dash or Disengage, all creatures within 10 feet of you must succeed on an Athletics Save (DC 16), or be pushed 10 feet away from you and become Knocked Prone. > ### Actions (3) > - **Bite** *Hit* +8, *Dmg* 2d10 thrust > - *Armor Piercer:* You ignore 2 AP > - **Tail Sting** +8, *Dmg* 1d10 thrust > - *Immobilizing Poison:* On a hit, the target must succeed on an Endurance Save (DC 16), or become Poisoned (1d10, 1 turn). While Poisoned this way, the target also becomes Paralyzed. > - *Triumph:* This Action has a limit of once per round. > > - **Lion's Roar** All creatures within 20 feet of you must make an Endurance Save (DC 16), taking 2d10 sonic damage on a fail, or half as much on a success. > - A creature that takes this sonic damage must also succeed on an Insight Save (DC 16), or become Scared of you for 1 turn. > - *Triumph:* This Action has a limit of once per round. \pagebreak ### Tier 4
___ ___ > ## Devious Manticore >*Large, Beast/ Monstrosity* > >*Tier 4, Challenge Point 40, XP: 160* > > ### Attributes >|**AC** 18 |**AP** 0 | >|:-|:-| > |**HP** 249 | **Posture** 128 | > |**Mana** 30 > - **Passive Insight/ Perception** 17 > - **Language** Common, Infernal Speech > ### Movement >|**Base/ Fly** 45 | **Climb/ Swim** 25 | **Dash** 50 | >|:-|:-:|-:| > ### Stats + Skills >|**STR** +9 |**DEX** +8 |**INT** +9 |**WIS** +7 |**CHA** +7 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +3:** Luck Points: 3; Critical Fail: 1 > > > ### Villain Action > - **Villain Magic** Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells > > > ### Ability > > - **Pounce** If you Dash and move at least 20 feet on your turn, you can make 1 Attack as a Free Action. > - **Wind Supremacy** When you Dash or Disengage, all creatures within 10 feet of you must succeed on an Athletics Save (DC 17), or be pushed 10 feet away from you and become Knocked Prone. > > - **Spel Skill** Spell Hit: +9, Spell DC (17) > - **Cast Ritual Spell** You can cast the following spells: > - Fake Terrain, Non-Detection > > - \columnbreak > > ### Actions (3) > - **Bite** *Hit* +9, *Dmg* 2d12 thrust > - *Armor Piercer:* You ignore 2 AP > - **Tail Sting** +9, *Dmg* 1d12 thrust > - *Immobilizing Poison:* On a hit, the target must succeed on an Endurance Save (DC 17), or become Poisoned (1d12, 1 turn). While Poisoned this way, the target also becomes Paralyzed. > - *Triumph:* This Action has a limit of once per round. > - **Lion's Roar** All creatures within 20 feet of you must make an Endurance Save (DC 17), taking 2d12 sonic damage on a fail, or half as much on a success. > - A creature that takes this sonic damage must also succeed on an Insight Save (DC 17), or become Scared of you for 1 turn. > - *Triumph:* This Action has a limit of once per round. > > - **Cast Spell** You can cast the following spells: > - *At Will:* Magic, Missile, Minor Illusion > - *Level 1 (1 Mana)* Hypnotize, Invisibility, Hologram, > - *Level 2 (2 Mana)* Create Anger, Create Fear > - *Level 3 (4 Mana)* Enchanting Words, Grand Illusion, True Invisibility > - *Level 4 (6 Mana)* Mirage > ### Bonus Action > - **Cast Spell** You can cast the following spells: > - *Level 3 (4 Mana)* Fake Self > ### Reaction > - **Cast Spell** You can cast the following spells: > - *Level 3 (4 Mana)* Counter Spell \pagebreak ___ ___ > ## Chimera >*Enormous, Beast/ Monstrosity* > >*Tier 4, Challenge Point 40, XP: 160* > > ### Attributes >|**AC** 17 |**AP** 0 | >|:-|:-| > |**HP** 329 | **Posture** 167 | > - **Passive Insight/ Perception** 19 > - **Senses** Blindsenses > - **Language** None > ### Movement >|**Base** 35 | **Climb/ Swim** 25 | **Dash** 50 | >|:-|:-:|-:| > ### Stats + Skills >|**STR** +9 |**DEX** +7 |**INT** -3 |**WIS** +9 |**CHA** -3 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +0:** Luck Points: 0; Critical Fail: 1 > > ### Villain Action > - **Villain Magic** Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells > > ### Abilities > - **Triple Heads** You gain advantage on all your Perception Checks, and you also have 3 Reactions, but cannot use all of them at once. > - You also gain advantage on all Saves that would make you become Blinded, Deafened, Surprised, Confused, Scared, or Enchanted. > > - **Pounce** If you Dash and move at least 20 feet on your turn, you can make 1 Lion Bite as a Free Action. > > - **Spell Skill** Spell Hit: +9, Spell DC (17) > > > ### Action (3) > - **Lion Bite** *Hit* +9, *Dmg* 2d12 thrust > - *Armor Piercer:* You ignore 2 AP > - **Lion's Roar** All creatures within 20 feet of you must make an Endurance Save (DC 17), taking 2d12 sonic damage on a fail, or half as much on a success. > - A creature that takes this sonic damage must also succeed on an Insight Save (DC 17), or become Scared of you for 1 turn. > - *Triumph:* This Action has a limit of once per round. > - **Snake Bite** *Hit* +9, *Dmg* 1d12 thrust > - *Long Reach:* The reach of this Attack is 10 feet. > - *Poison Hit:* On a hit, the target must succeed on an Endurance Save (DC 17), or become Poisoned (1d12, 1 turn). A creature that is already Poisoned takes 1d12 extra poison damage instead. > - *Triumph:* This Action has a limit of once per round. > - **Cast Goat Spells** You can cast the following spells: > - *At Will:* Fire Orb, Flamethrower > ### Reactions (3) > - **Territorial** If a creature within 5 feet of you moves without Disengaging first, you can make 1 Attack of Opportunity against that creature. \pagebreak ### Tier 5
___ ___ > ## Greater Chimera >*Enormous, Beast/ Monstrosity* > >*Tier 5, Challenge Point 60, XP: 300* > > ### Attributes >|**AC** 19 |**AP** 0 | >|:-|:-| > |**HP** 370 | **Posture** 190 | > |**Mana** 4 > - **Damage Resistance** Fire > - **Passive Insight/ Perception** 20 > - **Senses** Blindsenses > - **Language** None > ### Movement >|**Base** 45 | **Climb/ Swim** 25 | **Dash** 50 | >|:-|:-:|-:| > ### Stats + Skills >|**STR** +10 |**DEX** +9 |**INT** -3 |**WIS** +10 |**CHA** -3 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +0:** Luck Points: 0; Critical Fail: 1 > > > ### Villain Action > - **Villain Magic** Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells > - **Head Save** When you fail a Save, you can choose to succeed on it instead. However, you lose 1 Action and Reaction on your next turn as your heads start fighting with each other. > - **Second Phase** Once you reach 0 HP, instead of dying, you become *Burning Soul Chimera*. > > ### Abilities > - **Pounce** If you Dash and move at least 20 feet on your turn, you can make 1 Lion Bite as a Free Action. > - **Spell Skill** Spell Hit: +10, Spell DC (18) > > - **Triple Heads** You gain advantage on all your Perception Checks, and you also have 3 Reactions, but cannot use all of them at once. > - You also gain advantage on all Saves that would make you become Blinded, Deafened, Surprised, Confused, Scared, or Enchanted. > > > ### Action (3) > - **Lion Bite** *Hit* +10, *Dmg* 2d12 thrust + 1d6 fire > - *Armor Piercer:* You ignore 2 AP > - **Lion's Roar** All creatures within 20 feet of you must make an Endurance Save (DC 18), taking 2d12 sonic damage on a fail, or half as much on a success. > - A creature that takes this sonic damage must also succeed on an Insight Save (DC 18), or become Scared of you for 1 turn. > - *Triumph:* This Action has a limit of once per round. > - **Snake Bite** *Hit* +10, *Dmg* 1d12 thrust + 1d6 fire > - *Long Reach:* The reach of this Attack is 10 feet. > - *Poison Hit:* On a hit, the target must succeed on an Endurance Save (DC 18), or become Poisoned (1d12, 1 turn). A creature that is already Poisoned takes 1d10 extra poison damage instead. > - *Triumph:* This Action has a limit of once per round. > - **Cast Goat Spells** You can cast the following spells: > - *At Will:* Fire Orb, Flamethrower > - *Level 2 (2 Mana):* Burning Strike, Fireball > ### Reactions (3) > - **Territorial** If a creature within 5 feet of you moves without Disengaging first, you can make 1 Attack of Opportunity against that creature. \pagebreak ___ ___ > ## Burning Soul Chimera >*Enormous, Elemental/ Monstrosity* > >*Tier 5, Challenge Point 60, XP: 300* > > ### Attributes >|**AC** 19 |**AP** 0 | >|:-|:-| > |**HP** 130 | **Posture** 70 | > |**Mana** 10 > - **Damage Immunities** Fire > - **Passive Insight/ Perception** 20 > - **Senses** Blindsenses > - **Language** Elemental Speech (Ignan) > ### Movement >|**Base** 45 | **Climb/ Swim** 25 | **Dash** 50 | >|:-|:-:|-:| > ### Stats + Skills >|**STR** +10 |**DEX** +9 |**INT** -3 |**WIS** +10 |**CHA** -3 | >|:---:|:---:|:---:|:---:|:---:| > - **LU +0:** Luck Points: 0; Critical Fail: 1 > > > > - \columnbreak > > ### Villain Action > - **Burning Rage** On the end of each creature turn, you can make 1 Burn Attack against that creature if possible. > > ### Abilities > - **Fire Aura** At the start of your turn, all creatures within 30 feet of you must succeed on an Agility Save (DC 18) or take 1d8 fire damage and become Ignited (1d8). > - **Fire Form** Any creature that touches you directly (like grappling or mounting) becomes Ignited (1d8). You also take 10 cold damage for every 5 feet you move on water, or whenever you take damage from a spell or similar effect that splashes a lot of water. > - **Spell Skill** Spell Hit: +10, Spell DC (18) > > ### Action (1) > - **Burn Attack** *Hit* +10, *Dmg* 2d8 fire > - *Ignite:* On a hit, that target becomes Ignited (1d8). > - *Ranged Attack (60/120)* > > - **Cast Goat Spells** You can cast the following spells: > - *At Will:* Fire Orb, Flamethrower > - *Level 2 (2 Mana):* Burning Strike, Fireball > - *Level 3 (4 Mana):* Fire Barrier