Chimera Variants for Dungeons & Dragons Fifth Edition (Over 2,000 Variants)

The old-school chimera comes with the hindquarters of a large goat, the forequarters of a lion, and the leather wings of a dragon, along with the heads of all three of those creatures. But what if they came with different types of heads? Here’s a way to create your own chimera variants for Dungeons & Dragons Fifth Edition.

Main image artwork from Wizard’s of the Coast Monster Manual 5E.

How to Create a Unique Chimera for Dungeons & Dragons Fifth Edition

To create a unique chimera, first start with the basic stat block as listed below:

Base Chimera Stat Block

Large monstrosity, chaotic evil


Armor Class 14 (natural armor)

Hit Points 114 (12d10 + 48)

Speed 30 ft.


Abilities Str 19 (+4), Dex 11 (+0), Con 19 (+4), Int 3 (-4), Wis 14 (+2), Cha 10 (+0)


Skills Perception +8

Senses darkvision 60 ft., passive Perception 18

Languages

Challenge 6 (2,300 XP)


Actions

Multiattack. The chimera makes three attacks, each of which must be different, with the exception that if it has multiple actions of the same name provided by multiple heads. In this circumstance, it can use the action once per head.

 

First Head

Now that you have the basic stat block for the chimera, it’s time to select heads. We’ll start with the first head, the center one. This head will also determine the chimera’s frontal attack. Select a head type from the list below and apply it like a template to the base chimera stat block.

 

Allosaurus

New Action. The allosaurus head adds the following action to the base chimera stat block:

  • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

 

Ape

New Action. The ape head adds the following action to the base chimera stat block:

  • Fists. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

 

Bear

New Action. The bear head adds the following action to the base chimera stat block:

  • ClawsMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

 

Crab

New Action. The crab head adds the following action to the base chimera stat block:

  • ClawMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). The chimera has two claws, each of which can grapple only one target.

 

Hook Horror

Senses. The base chimera stat block gains blindsight out to 60 ft.

New Feature. The hook horror adds the following special feature to the base chimera stat block:

  • Echolocation. The chimera can’t use its blindsight while deafened.

New Action. The hook horror head adds the following new action:

  • Hook. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

 

Horse

Speed. The base chimera stat block’s speed on foot increases by 10 ft.

New Action. The horse head adds the following new action:

  • Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

 

Lion

New Action. The lion head adds the following action to the base chimera stat block:

  • ClawsMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

 

Ogre

New Action. The ogre head adds the following action to the base chimera stat block:

  • Fists. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

 

Yeti

New Actions. The yeti head adds the following actions to the base chimera stat block:

  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
  • Chilling Gaze. The chimera targets one creature it can see within 30 feet of it. If the target can see the chimera, the target must succeed on a DC 15 Constitution saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target’s saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all chimeras and yetis (but not abominable yetis) for 1 hour.

 

Second Head

After you’ve selected the first head, select the second head for your base chimera stat block. The second head determines special attacks and whether or not the creature can fly.

 

Black Dragon

Speed. The base chimera stat block gains a fly speed of 60 ft.

New Action. The black dragon head adds the following actions to the base chimera stat block:

  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
  • Acid Breath (Recharge 5-6). The chimera exhales lightning in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 31 (7d8) acid damage on a failed save, or half as much damage on a successful one.

 

Blue Dragon

Speed. The chimera gains a fly speed of 60 ft.

New Action. The blue dragon head adds the following action to the base chimera stat block:

  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
  • Lightning Breath (Recharge 5-6). The chimera exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 31 (7d8) lightning damage on a failed save, or half as much damage on a successful one.

 

Displacer Beast

New Feature. The displacer beast adds the following special feature to the base chimera stat block:

  • Displacement. The chimera projects a magical illusion that makes it appear to be standing near its actual location, causing attacks rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the chimera is incapacitated or has a speed of 0.

New Action. The displacer beast adds the following action to the base chimera stat block:

  • Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 5 (2d4) piercing damage.

 

Frog

New Actions. The frog head adds the following action to the base chimera stat block:

  • BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained and the chimera’s frog head can’t bite another target.
  • Swallow. The chimera’s frog head makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the chimera’s turns. The chimera can have only one target swallowed at a time. If the chimera dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

 

Griffon

Speed. The base chimera stat block gains a fly speed of 60 ft.

New Action. The griffon adds the following action to the base chimera stat block:

  • Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage.

 

Green Dragon

Speed. The base chimera stat block gains a fly speed of 60 ft.

New Action. The green dragon adds the following action to the base chimera stat block:

  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
  • Poison Breath (Recharge 5-6). The chimera exhales lightning in a 15-foot cone. Each creature in that line must make a DC 12 Dexterity saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.

 

Otyugh

New Actions. The otyugh adds the following actions to the base chimera stat block:

  • Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 14) and restrained until the grapple ends. The chimera has two tentacles, each of which can grapple one target.
  • Tentacle Slam. The chimera slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 15 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the chimera’s next turn. On a successful save, the target takes half the bludgeoning damage and isn’t stunned.

 

Peryton

Speed. The base chimera stat block gains a fly speed of 60 ft.

New Feature. The peryton adds the following special feature to the base chimera stat block:

  • Flyby. The chimera doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

New Action. The peryton adds the following action to the base chimera stat block:

  • Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

 

Poisonous Snake

New Actions. The poisonous snake head adds the following actions to the base chimera stat block:

  • Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, and the target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

 

Red Dragon

Speed. The base chimera stat block gains a fly speed of 60 ft.

New Action. The red dragon head adds the following action to the base chimera stat block:

  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
  • Fire Breath (Recharge 5-6). The chimera exhales lightning in a 15-foot cone. Each creature in that line must make a DC 12 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.

 

Rust Monster

New Actions. The rust monster head adds the following actions to the base chimera stat block:

  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) necrotic damage.
  • Antennae. The chimera corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn’t being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make DC 11 saving throw to avoid the chimera’s touch. If the object touches either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduces to an AC of 10 or a shield that drops to +0 bonus is destroyed. If the object touched is a held nonmagical metal weapon, it takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed.

 

Umber Hulk

New Feature. The umber hulk head adds the following special feature to the base chimera stat block:

  • Confusing Gaze. When a creature starts its turn within 30 feet of the chimera and is able to see the umber hulk head’s eyes, the chimera can magically force it to make a DC 15 Charisma saving throw, unless the chimera is incapacitated. On a failed saving throw, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn> If the creature does so, it can’t see the chimera until the start of its next turn, when it can avert its eyes again. If the creature looks at the chimera in the meantime, it must immediately make the save.

New Actions. The umber hulk head adds the following actions to the base chimera stat block:

  • Mandibles. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.

White Dragon

Speed. The base chimera stat block gains a fly speed of 60 ft.

New Action. The white dragon head adds the following action to the base chimera stat block:

  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
  • Cold Breath (Recharge 5-6). The chimera exhales lightning in a 15-foot cone. Each creature in that line must make a DC 12 Dexterity saving throw, taking 31 (7d8) cold damage on a failed save, or half as much damage on a successful one.

 

Third Head

With the first and second heads selected, now it’s time for a third. The third head also determines the creature’s hindquarters, which might make it an amphibious or underwater creature. Choose one of the heads below to complete the chimera:

 

Axe Beak

Speed. The base chimera stat block’s movement speed on foot increases by 10 ft.

New Action. The axe beak head adds the following action to the base chimera stat block:

  • Beak. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) slashing damage.

 

Boar

New Action. The boar head adds the following action to the base chimera stat block:

  • Tusk. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.

 

Centipede

Speed. The base chimera stat block gains a climb speed of 30 ft.

New Action. The boar head adds the following action to the base chimera stat block:

  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 5 (1d10) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

 

Constrictor Snake

New Action. The constrictor snake head adds the following action to the base chimera stat block:

  • Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the chimera can’t constrict another target.

 

Crocodile

Speed. The base chimera stat block gains a swim speed of 30 ft.

New Feature. The crocodile head adds the following special feature to the base chimera stat block:

  • Hold Breath. The chimera can hold its breath for 15 minutes.

New Action. The crocodile head adds the following actions to the base chimera stat block:

  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the chimera’s crocodile head can’t bite another target.

Elk

New Action. The elk head adds the following action to the base chimera stat block:

  • Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.

 

Goat

New Action. The goat head adds the following action to the base chimera stat block:

  • Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.

 

Grick

Speed. The base chimera stat block gains a climb speed of 30 ft.

New Action. The green dragon adds the following action to the base chimera stat block:

  • Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 4) bludgeoning damage. If it hits with its tentacles, it can make one beak attack against the same target.
  • Beak. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d4 + 4) piercing damage.

 

Manticore

New Feature. The displacer beast adds the following special feature to the base chimera stat block:

  • Tail Spike Regrowth. The chimera has twenty-four tail spikes. Each tail spike attack uses three tail spikes. Used spikes regrow when the chimera finishes a long rest.

New Action. The manticore adds the following actions to the base chimera stat block:

  • Tail Spikes. Melee Ranged Attack: +3 to hit, range 100/200 ft., one target. Hit: 10 (3d6) piercing damage.

 

Merrow

Speed. The base chimera stat block gains a swim speed of 40 ft.

New Feature. The merrow adds the following special feature to the base chimera stat block:

  • Amphibious. The chimera can breathe air and water.

New Action. The manticore adds the following actions to the base chimera stat block:

  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage.

 

Minotaur

New Action. The minotaur adds the following actions to the base chimera stat block:

  • Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage.

 

Owlbear

New Action. The owlbear adds the following actions to the base chimera stat block:

  • Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage.

 

Rat

New Action. The rat head adds the following actions to the base chimera stat block:

  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage.

 

Rhinoceros

New Action. The rat head adds the following actions to the base chimera stat block:

  • Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.

 

Scorpion

New Action. The scorpion head adds the following actions to the base chimera stat block:

  • Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.

 

Sea Horse

Speed. The base chimera stat block gains a swim speed of 40 ft.

New Feature. The merrow adds the following special feature to the base chimera stat block:

  • Water Breathing. The chimera can breathe only underwater.

New Action. The manticore adds the following actions to the base chimera stat block:

  • Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.

 

Shark

Speed. The base chimera stat block gains a swim speed of 50 ft.

New Feature. The shark head adds the following special feature to the base chimera stat block:

  • Water Breathing. The chimera can breathe only underwater.

New Action. The shark head adds the following action to the base chimera stat block:

  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage.

 

Spider

Speed. The base chimera stat block gains a climb speed of 30 ft.

New Action. The spider head adds the following action to the base chimera stat block:

  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
  • Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)

 

Wolf

New Action. The manticore adds the following actions to the base chimera stat block:

  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

 

Wyvern

New Action. The wyvern head adds the following actions to the base chimera stat block:

  • Stinger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.

 

Hope you enjoyed these chimeras!

There are 2,080 total combinations here, which means you’ve got plenty of room to create some interesting chimera variants. For example, imagine a chimera that has an ogre head, and two snake heads (one constrictor and one poisonous). Or an all-bug Chimera, with a crab head, spider head, and umber hulk head.

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