Chimera, Stalker (5e Creature)

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Large monstrosity, unaligned

Armor Class 14
Hit Points 26 (4d10 + 4)
Speed 45 ft.

21 (+5) 18 (+4) 13 (+1) 2 (-4) 14 (+2) 5 (-3)

Skills Perception +4, Stealth +6
Proficiency Bonus +2
Senses passive Perception 14
Challenge 3 (700 XP)

Standing Leap. The chimera's long jump is up to 30 feet, and its high jump is up to 15 feet, with or without a running start.

Sunlight Sensitivity. While in sunlight, the chimera has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d4 + 5) slashing damage.

Deadly Leap. If the chimera jumps at least 15 feet as part of its movement, it can use its action to land in a space, that contains one creature. This creature must succeed on a DC 17 Strength or Dexterity saving throw or be knocked prone and take 9 (1d8 + 5) slashing damage. On a successful save, the creature isn't knocked prone and is pushed 5 feet out of the chimera's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the chimera's space.


Chimeras are rare, but extremely dangerous mutants. If one is unlucky enough to encounter a chimera, he should run, if he values his life. A chimera leaps and claws at its prey, often taking less than five seconds to finish it off. However, there are still some who are brave enough to face a chimera. The hardest part about hunting a chimera is actually tracking one down, because chimeras are excellent hiders and only come out during the day. Even if you do manage to find one, you still need to bring it down. The best strategy in that case, however paradoxical, is staying at close range. That way, the chimera won't be able to use its leap attack.

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