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Legendary Chimera

The Legendary Chimera, this abomination has the head and foreparts of a great lion, an additional head and hindquarters of a ram, and a red dragon’s head sprouting from its tail.

Legendary Chimera

[This content was created by Paizo Publishing LLC for the Pathfinder rules but is not from the Pathfinder RPG product line.]

Source: Pathfinder

Legendary chimeras are among the eldest of their race, the long-lived descendants of the initial attempts to create what eventually became the common chimera. Relatively few legendary chimeras remain, many having been killed over the ages either by brave heroes or during their own perilous endeavors.

Those legendary chimeras still left are shunned and feared by their lesser kin, the common chimeras, and so the great beings reside only in the deepest expanses of wilderness, where they nurse their grudges and unleash terrible rampages upon nearby settlements and meddlesome intruders who awaken them from their dark dreams of what could have been.

Legendary chimeras rarely breed, and when they do their offspring inevitably echo their unfinished forms-chimeras with the heads of other beasts, or lacking wings or other limbs, the mark of both their pride and their shame. Such creatures can remain in good health for well over a millennium, and thus, while they are only a little smarter than their common brethren, these illustrious beasts can live to see whole civilizations rise and fall, and possess an innate melancholy and dire Wisdom few humanoids can fathom. And indeed, even if humanoids could, the legendary chimeras rarely humor beings they regard as inferior to themselves.

Mythic Chimera (Legendary chimera)

Legendary Chimera
Peter Paul Rubens РBellérophon, monté sur Pégase transperce la Chimère

Huge monstrosity, chaotic evil

Armor Class 19 (natural armor)

Hit Points 324 (24d12 + 144)

Speed 50 ft., fly 80 ft.

25 (+7)18 (+4)22 (+6)4 (-3)13 (+1)10 (-)

Skills Perception +9

Damage Immunities fire, poison

Condition Immunities charmed, poisoned

Senses darkvision 120 ft., passive Perception 19

Languages understands Common and Draconic but can’t speak

Challenge 16 (15,000 XP)

Legendary Resistance (3/Day)

If the Mythic Chimera (Legendary chimera) fails a saving throw, it can choose to succeed instead.


Multiattack. Mythic Chimera (Legendary chimera) can use its Frightful Presence. It then makes three attacks: one with its bite, one with its horns, and one with its claws or tail.

  • Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) piercing damage.
  • Horns. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (3d8 + 7) bludgeoning damage.
  • Claws. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 7) slashing damage.
  • Tail. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Frightful Presence. Each creature of the Mythic Chimera’s choice within 120 feet of it and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Mythic Chimera’s Frightful Presence for the next 24 hours.

Lair Actions

On initiative count 20 (losing initiative ties), the Mythic Chimera can take a lair action to cause one of the following effects; the Mythic Chimera can’t use the same effect two rounds in a row:

  • The Mythic Chimera releases a wave of fire from its mouth, causing all non-magical flammable objects within 60 feet of it to ignite. Each creature within 20 feet of the fire must make a DC 18 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.
  • The Mythic Chimera creates a powerful gust of wind that affects creatures within 60 feet of it. Each creature in the area must make a DC 18 Strength saving throw or be knocked prone.
  • The Mythic Chimera causes the ground to shake, creating difficult terrain in a 60 -foot radius around it. Creatures moving within the area must make a DC 18 Dexterity saving throw or fall prone.

Legendary Actions

The Mythic Chimera can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Mythic Chimera regains spent legendary actions at the start of its turn.

  • Attack. The Mythic Chimera makes one attack with its bite, horns, claws, or tail.
  • Fire Breath (Costs 2 Actions). The Mythic Chimera exhales fire in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
  • Roar (Costs 3 Actions). The Mythic Chimera lets out a thunderous roar that can be heard up to 3 miles away. All creatures within 60 feet of the Mythic Chimera must make a DC 20 Constitution saving throw or be stunned for 1 round.

Physical Description Mythic Chimera (Legendary chimera) is a fearsome and monstrous creature, standing at 20 feet tall and weighing over 6,000 pounds. Its body is a combination of a lion, a goat, and a dragon, with leathery wings that allow it to fly. Its head is that of a lion, with sharp teeth and a ferocious roar.

It has a pair of curved horns on its head and a mane of fiery red hair that runs down its back. Its front legs are those of a lion, while its back legs are those of a goat. Its tail is a serpent’s, with a barbed tip that can strike with deadly force. The Mythic Chimera’s scales are a deep red color, and it has glowing red eyes that strike fear into the hearts of those who gaze upon it.

Legendary Chimera CR 13
XP 25,600

CE Huge magical beast

Init +4; Senses all-around vision, Darkvision 60 ft., Low-Light Vision, Scent; Perception +20

Aura frightful presence (60 ft., DC 18)
AC 26, touch 8, flat-footed 26 (+18 natural, -2 size)hp 178 (17d10+85)

Fort +15, Ref +12, Will +8

DR 10/cold iron and magic; Immune bleed, death effects, disease, fire, poison; SR 24
Speed 30 ft.

Melee bite +23 (2d8+8/19-20 plus grab), bite +23 (2d6+8 plus burn), 2 claws +23 (1d8+8), gore +23 (2d6+8)

Space 15 ft.; Reach 10 ft.

Special Attacks breath weapon (60-ft. cone, 13d8 fire damage, Reflex DC 23 for half, usable every 1d4 rounds), burn (2d8, DC 23), swallow whole (2d6 bludgeoning plus 8d8 fire damage, AC 19, 17 hp)
Strength 27, Dexterity 10, Constitution 21, Intelligence 5, Wisdom 12, Charisma 10

Base Atk +17; CMB +27 (+31 grapple); CMD 37

Feats Cleave, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Perception), Vital Strike

Skills Perception +20, Stealth +2 (+6 in scrubland or brush);
Racial Modifiers +4 Stealth in scrubland or brush Languages Draconic
Environment temperate hills

Organization solitary, pair  Treasure standard

Family Ties This is a greater version of a typical Chimera.

Section 15: Copyright Notice РMythical Monsters Revisited Pathfinder Campaign Setting: Mythical Monsters Revisited © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jonathan H. Keith, Michael Kenway, Jason Nelson, Anthony Pryor, and Greg A. Vaughan.
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