Three-Headed Chimera
Monstrosity
T3d8Sovereign
The classic tri-headed horror: a lion's head mauling and roaring, a goat's head lowering to ram, and a dragon's head that spits gouts of flame. The three minds squabble constantly, making the beast wild and unpredictable in a fight.
Tier 3 · Role Sovereign · Pool Vigor 5 / Vitality 22 · AC 12 · ATK +5 · Save DC 15 · Dmg d8
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | +4 | d8 |
| Mind | 8 | -1 | -d3 |
| Sense | 14 | +2 | d4 |
| Heart | 14 | +2 | d4 |
| Cunning | 14 | +2 | d4 |
| Fate | 12 | +1 | d3 |
Passives
Three Heads
Flies 60 ft. Advantage on saves against being blinded, frightened, or stunned; at least one head is always watching.
Maneuvers
Lion's Maul
Melee attack with claws and fangs.
Goat's Ram
Charges up to its speed in a straight line; each creature it passes makes a Body save (DC 15) or is knocked prone.
Declarations
Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.
Dragon's Breath
The dragon head rears back and spits a 20 ft cone of flame. Each creature inside makes a Body save (DC 15) or takes 3 damage; on a success, 1 Vigor damage instead.
Reactions
Ever-Watchful
When an enemy attempts to sneak past or flank it, one head reacts: that creature loses any advantage it would have gained from the attempt.
Tactics
GM tactics
Chaotic and unpredictable, the three heads arguing over targets. Opens with Dragon's Breath on a clustered group, then the lion and goat heads drive it into melee against whoever looks weakest. Fights until it drops; the beast does not understand retreat.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 3 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d8. A crit rolls two: 2d8.
- Crits on a natural 18+ (Cunning 14).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
- Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
- Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
- NPCs never take wounds.