KING

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

AC1210 base + 2 Sense
Vigor5Tier + Heart mod, regenerates
Vitality2210 + 4 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+5d20 + bonus vs AC, two or three a turn
Damaged8crit 2d8
Save DC15Tier 3 DC
Crit18+Cunning 14
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body18+4d8
Mind8-1-d3
Sense14+2d4
Heart14+2d4
Cunning14+2d4
Fate12+1d3

Passives

Passive

Three Heads

Flies 60 ft. Advantage on saves against being blinded, frightened, or stunned; at least one head is always watching.

Maneuvers

Maneuver

Lion's Maul

Melee attack with claws and fangs.

Maneuver

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.

Declaration

Dragon's Breath

Telegraph · disrupt d6 · Body save

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

Reaction

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.