Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
Variant chimera
Ability
Attack of Opportunity
Ability
Bloom Stride
Akuzhail can move through the undergrowth in area C10 without issue and does not treat this cavern as difficult terrain.
Ability
Bloom Venom
(poison, primal) Saving Throw Fortitude DC 29; Maximum Duration 6 rounds; Stage 1 2d6 poison and enfeebled 1; Stage 2 2d6 poison and enfeebled 2; Stage 3 2d10 poison, enfeebled 2, and exposure to Lamashtu's bloom.
Ability
Breath Weapon
(primal, evocation) Akuzhail breathes a 60-foot line of venom from its snake mouth that deals 11d6 poison damage (DC 29 basic Fortitude save). Akuzhail can't use Breath Weapon for 1d4 rounds.
Ability
Frightening Rattle
(emotion, enchantment, fear, mental, primal, sonic) Akuzhail shakes the rattle at the end of its tail to distract and frighten its enemies. Any creature within 30 feet must succeed at a DC 29 Will save or become frightened 1 (frightened 2 on a critical failure). On a critical success, a creature is temporarily immune to Akuzhail's Frightening Rattle for 24 hours.
Ability
Life Bloom
(conjuration, death, primal When Akuzhail dies, its body explodes in a riot of seething vegetation and raw life. All living creatures within a 60-foot radius are restored 12d6 Hit Points from this energy. A fully grown bloom of Lamashtu emerges from the carcass, but it can take no actions on this round. Next round, this bloom of Lamashtu enters combat at the same point in the turn during which Akuzhail perished on the previous round, but the bloom is slowed 1. At the end of the bloom's turn, it attempts a DC 11 flat check) on a success it loses the slowed 1 condition at the start of its next turn.
Ability
Of Three Minds
8 penalty. It cannot make a third attempt if its second attempt was a critical failure.
Ability
Three Headed
Any ability that would sever a chimera's head (such as a critical hit with a vorpal weapon) severs one head at random. Losing a head doesn't kill a chimera (as long as it has one head left), but it does prevent it from making Strikes with the lost head or using the head's Breath Weapon.
Ability
Three-Headed Strike
2 penalty and targeting a different creature. These Strikes count as only one attack for its multiple attack penalty, and the penalty doesn't increase until it has made all three attacks.
Ability
Triple Opportunity
A chimera gains 2 extra reactions each round that it can use only to make Attacks of Opportunity. It must use a different head for each reaction, and it can't use more than one on the same triggering action. If it loses one of its heads, it also loses one of these extra reactions.
Offense
Melee
Circumstance: combat round (melee)
vulture beak +23 [+18/+13], Damage 2d8+11 slashing plus1d8 bleed
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Trait
Mutant
The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.
Language
Abyssal
Perception
darkvision
scent (imprecise) 30 feet
Resistance
acid 10
poison 10