![dnd chimera dnd chimera](https://i.pinimg.com/originals/47/04/41/47044127641c1ffe0b75104529d17146.jpg)
Torn and shattered couches lie in heaps, disorderly and sprinkled about. Many tomes and inkwells lie scattered on the floor, around four dense iron chests fitted with sturdy iron locks. Thick dust covers the floor, and moss and leaves choke the passage. The entrance to the necropolis is room 4.
Dnd chimera manual#
46), 1 Blood-Toll Harpy (CR 1/8: Mythic Odysseys of Theros), 2 Mimic (CR 2: Monster Manual p. The area is frozen in ice.Įnemy Patrol: 2 Darkmantle (CR 1/2: Monster Manual p. Nothing grows here, not even druid magic can grow plant life here. If the players don't hide then it attacks, use the statblock for Aphemia.Įventually they come to a necropolis in an open clearing. The larger chimera kills the other and eats it, causing it to mutate into an even bigger and twisted monstrosity. While traveling, the PCs will see two chimeras fighting. Falling into the ravine causes 2d6 bludgeoning damage as they tumble down the ravine and land in the stream which sweeps them away. Failing by 5 or more causes PCs to slip over the edge. Crossing normally requires a DC 15 Acrobatics check. The rain and wind makes passing the bridge slippery and treacherous. A natural stream has opened in the mountain to the northwest, splitting the land like a tear. A tremendous granite bridge arches over a jagged ravine, connecting to a worn path on the far side. The underbrush hugs an antiquated monastery, knocked over, before spanning outward for several miles. Open flames are extinguished, fog is dispersed, and flight is impossible. There's heavy rainfall and heavy wind in the forest, causing everything to be lightly obscured, disadvantage on sight/hearing and ranged attacks. If asked about the troupe's involvement, she'll confirm that some of the creatures in their show are from the forest, which is why they've remained in the town, but most of the monstrosities in the forest are too savage to tame. Some of them are chimeric, some tauric, some simply abominations, but it must be stopped before the entire ecosystem is destroyed. Strange, unnatural creatures are appearing in the forest. Werydd is interested in hiring the PCs for a job. She is fiercely protective of her fellow citizens and foreign allies. A true patriot, Werydd would do anything for her country. She notices little details and can draw good conclusions from them. Personality: Aside from being a little slow due to sleep deprivation she is generally quite perceptive. Her Stetson hat is riddled with cuts and holes. Werydd Thrahak, Female Dwarf Description: This woman is very fat, and sports brown clothing, slightly heavier than average wear. If they return the chimera to the troupe, their leader Werydd Thrahak, a female dwarf will thank them before returning the chimera to a cage. A DC 12 Animal Handling check can get the chimera to follow commands. The chimera is not hostile and curious about the people and things outside the play. When the PCs go to investigate or continue on, a large chimera will wander out of the stage play, causing people to panic and flee. The town is a common stop for travelers, so they do good business. If the PCs ask about them, they'll learn that the troupe has been there for quite some time, and puts on regular performances with exotic creatures. Outside of town is a traveling troupe of performers. The ruler ( Justin Dumph, Male Human) is an idiot, and mean-tempered. Harthurst is built into the side of a mountain, and is known for its mines and industry. Use the links to the tools in their relevant section to customize the adventure to your party. It can work as a small side adventure in an existing campaign, as a standalone one-shot, or the start of a new adventure. This adventure can be can be easily customized to a party of any size or level, or run as a levelĤ adventure for 5 players.
![dnd chimera dnd chimera](https://i.pinimg.com/originals/3b/d7/75/3bd775bff6a4b08f8e445737fb81ac13.jpg)
Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.No Prep Module: Perfect Chimera for D&D or RPGs The dragon head exhales fire in a 15-foot cone. Hit: 11 (2d6 + 4) slashing damage.įire Breath (Recharge 5–6).
![dnd chimera dnd chimera](https://i.pinimg.com/originals/5d/55/d3/5d55d363fc6b876101aa78f7bb592a3e.png)
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.Ĭlaws. When its fire breath is available, it can use the breath in place of its bite or horns.īite. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. Languages understands Draconic but can’t speak Senses darkvision 60 ft., passive Perception 18