Chimeric creatures are hybrids that combine the traits of a monstrous goat and a chromatic dragon with those of a third creature, which must be an animal, beast, or vermin.
A chimeric creature has at least three heads. The goat head sits to the right of the other heads. It has glowing amber eyes and long ochre horns. The scaly dragon head sirs to the left and has black eyes. The dragon scales of a chimeric creature may be black, blue, green, red, or white. The central head of a chimeric creature is the head of the third creature. A chimeric creature has the hindquarters of a black goat, the wings of a dragon, and the forequarters of the third creature. See Chimera.
Chimeric creatures speak Draconic.
Creating A Chimeric Creature
"Chimeric" is a template that can be added to any Medium-size, Large, or Huge animal, beast, or vermin (referred to hereafter as the base creature). The creature's type changes to magical beast. It uses all the base creature's statistics and special abilities except as noted here. Adding the chimeric template to a lion results in a chimera. (That monster is considered to already have the chimeric template.)
Hit Dice: Increased to d10. Use the base creature's Hit Dice or 9 Hit Dice, whichever is higher.
Speed: Same as base creature, but chimeric creatures gain wings and can fly at a speed of 50 feet (poor).
AC: Base creature's natural armor bonus improves by +6.
Attacks and Damage: A chimeric creature retains all 3 the attacks of the base creature and also gains a bite attack for 2d6 points of damage from its dragon head and a butt attack for 1d8 points of damage from its goat head.
Whichever natural weapon has the highest base damage becomes its primary attack. If two natural weapons have the same base damage, the one that also delivers a special attack (such as poison) is primary. If a tie still exists, choose one of the tied attacks to be primary for that creature.
Special Attacks: A chimeric creature retains all the special attacks of the base creature and also gains a breath weapon based on its dragon variety
Breath Weapon (Su): Every 1d4 rounds, a chimeric creature's dragon head can use a breath weapon that deals 3d8 points of damage. Anyone in the area can make a Reflex save for half (DC 10 + 1/2 chimeric creature's Hit Dice + chimeric creature's Constitution modifier). Use all rules for dragon breath (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 below.
|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**|
|*The line is always 5 feet high, 5 feet wide, and 40 feet long.|
**The cone is always 20 feet long.
Special Qualities: Same as base creature, plus scent.
Saves: Same base saves as base creature.
Abilities: Increased from the base creature as follows: Str +4, Dex +1, Con +4, Int +2, Wis +0, Cha +0.
Skills: A chimeric creature's three heads give it a +2 racial bonus on Listen and Spot checks.
Feats: A chimeric creature gains Multiattack as a bonus feat.
Climate/Terrain: Any land or underground.
Organization: Same as base creature.
Challenge Rating: 9 or same as base creature +1, whichever is higher.
Alignment: Always same as dragon component.
Advancement: Same as base creature if it originally had 9 or more Hit Dice; otherwise 10-18 (same size category); 19-27 (one size category larger).
Standard Chimera: Chimera.
Sample Chimeric creature: Chimeric Ankheg.