Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
Genderless chimera-manticore hybrid
Ability
Attack of Opportunity [Reaction]
Ability
Breath Weapon
(arcane, evocation) The chimeric manticore's blue-dragon head breathes a 60-foot line of electricity that deals 8d6 electrical damage to all creatures in the area (DC 25 basic Reflex save). The chimeric manticore can't use Breath Weapon again for 1d4 rounds.
Ability
Spike Volley
The manticore flings up to two spikes from its tail, targeting either two different creatures or a single creature. If the manticore targets two different creatures, these creatures must be within 20 feet of one another, and the manticore makes a separate Strike against each; this counts as only one Strike for the manticore's multiple attack penalty, and the penalty doesn't increase until after both attacks. If the manticore fires both spikes at the same creature, it makes a single Strike. If the attack hits, it deals the damage of a single spike, but the target is pinned in place, Rendering it immobilized. A creature that succeeds at a DC 25 Athletics check (attempted as a single action) can pull the spike free. A manticore can hurl no more than 12 spikes in 24 hours.
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 the chimera's multiple attack penalty, and the penalty doesn't increase until after 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)
dragon jaws +18 [+13/+8], Damage 2d6+8 piercing plus 2d6 electricity
Offense
Ranged
Circumstance: combat round (ranged)
spike +16 [+11/+6] (range increment 40 feet), Damage 1d10+8 piercing
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
Zombie
These undead are mindless rotting corpses that hunger for living flesh.
Language
Common
Draconic
Perception
darkvision
scent (imprecise) 30 feet