TEXT: Chimeras | EN World EN5idEr
  C
  himeras are mythiCal
  hybrid creatures with the 
  traits and body parts of more than 
  one animal—classically these are 
  combinations of lions, goats, and 
  dragons, but they are not unique 
  in that regard. Centaurs, owlbear, 
  pegasii, and more exist as well yet 
  chimeras are distin-
  guished by always
  CHIMERAS
  being made from a trio of different 
  beasts, possessing the ability to 
  breathe a lethal substance, and most 
  importantly they are always the 
  result of some aberrant influence that 
  has warped their various parts into 
  a twisted abomination mocking the 
  natural world.
  WRITING Jacob Gobhar 
  COVER ART Rick Hershey
  EDITING Mike Myler
  LAYOUT Frank Michienzi
  IIIII
  
  Chimeras | EN World EN5idEr
  Open Game Content | The game rule information in this 
  article is designated Open Game Content. All other material 
  in this article, including maps and illustrations (including 
  illustrations in the public domain), in-character and out-of-
  character narrative and descriptive text, character and place 
  names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” 
  EN Publishing product and article titles, and  
  EN World and EN Publishing logos, are designated 
  Product Identity.
  GOATRILLA
  LARGE MONSTROSITY, CHAOTIC EVIL
  Armor Class 12 (natural armor)
  Hit Points 102 (12d10+36)
  Speed 40 ft., climb 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  19 (+4) 
  11 (+0) 
  17 (+3) 
  3 (–4) 
  12 (+1) 
  10 (+0)
  Skills Perception +7
  Senses darkvision 60 ft., passive Perception 17
  Languages —
  Challenge 5 (1,800 XP)
  Trampling Charge. If the goatrilla moves at least 20 
  feet in a straight line, it can move through the space of 
  any creature that is Medium or smaller. If one of these 
  creatures is prone, the goatrilla can make one hooves 
  attack against it as a bonus action. The goatrilla can 
  only attack with its hooves once per round.
  ACTIONS
  Multiattack. The goatrilla attacks once with its horns, 
  once its with bite, and once with its fists or hooves. 
  Alternatively, the goatrilla can use its roar in place of 
  its horns or bite. It cannot attack the same target with 
  both its horns and bite.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6+4) piercing damage. If the target is 
  a creature, it must succeed on a DC 13 Strength saving 
  throw or be knocked prone.
  Fists. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (2d4+4) bludgeoning damage.
  Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6+4) bludgeoning damage.
  Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 10 (1d12+4) bludgeoning damage.
  Roar (Recharge 6). The goatrilla unleashes a powerful 
  roar in a 15-foot cone. Creatures in the area must make 
  a DC 13 Constitution saving throw or take 9 (2d8) 
  thunder  damage and become stunned for one round. 
  On a successful save, a creature takes half as much 
  damage and isn’t stunned.
  Goatrilla have the front body of a gorilla, the rear 
  legs of a goat, and three heads: gorilla, goat, and 
  wolf. Unlike many chimera they don’t have the 
  ability to fly, but they are adept climbers. They 
  dwell within jungle settings where their climbing 
  speed allows them to reach anywhere in their 
  realm and they are not subject to the dangers of 
  flying enemies. Goatrilla are fiercely territorial and 
  often won’t even cooperate with each other. Also 
  unlike other chimeras, the goatrilla has no cunning 
  instincts—it is pure stubbornness and ferocity, 
  unafraid to declare its territory and defend it to the 
  death even when outnumbered or overwhelmed.
  MANTA LOBSTSHARK
  LARGE MONSTROSITY, CHAOTIC EVIL
  Armor Class 16 (natural armor)
  Hit Points 136 (16d10+48)
  Speed 20 ft., fly 40 ft., swim 60 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  23 (+6) 
  14 (+2) 
  16 (+3) 
  2 (–4) 
  12 (+1) 
  9 (–1)
  Skills Perception +7
  Senses darkvision 60 ft., passive Perception 17
  Languages —
  Challenge 9 (5,000 XP)
  Hold Breath. While out of water, the manta lobstshark 
  can hold its breath for 30 minutes.
  Water Breathing. The manta lobstshark can breathe 
  only underwater.
  
  Chimeras | EN World EN5idEr
  ACTIONS
  Multiattack. The manta lobstshark attacks twice with 
  its claws, once with its bite, and once with its tail. 
  Alternatively, it can use its breath weapon in place of 
  its bite.
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 22 (3d10+6) piercing damage. If the target 
  is a Medium or smaller creature, it is grappled (escape 
  DC 17). Until this grapple ends, the target is restrained 
  and the manta lobstshark can’t bite another target.
  Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 11 (2d4+6) slashing damage, and the target 
  is grappled (escape DC 17). The manta lobstshark has 
  two claws, each of which can grapple one target.
  Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 7 (1d6+4) bludgeoning damage plus 4 (1d8) 
  lightning damage, and the target can’t take reactions 
  until the start of its next turn.
  Breath Weapon (Recharge 6). The manta lobstshark 
  exhales lightning in a 60-foot line that is 5-feet wide. 
  Each creature in that line must make a DC 17 Dexterity 
  saving throw, taking 18 (4d8) lightning damage on a 
  failed save, or half as much on a successful one.
  Manta lobstshark have the body of a large manta 
  ray but are covered with chitinous armor like an 
  arthropod, moving about with the legs and claws 
  of a lobster. They have a central manta ray head 
  surrounded by a shark’s head and a lobster head. 
  These are water dwelling creatures, but they are 
  able to fly above the surface for short ranges with 
  their manta ray fins. Manta lobstshark often dwell 
  in shallow seas where they rule from the seafloor 
  to the surface and beyond. Any ships that ply their 
  waters best be wary for it is likely the intrusion is 
  greeted with a bolt of lightning when they come to 
  the surface to defend their realm.
  OCTOBEARFLY
  LARGE MONSTROSITY, CHAOTIC EVIL
  Armor Class 14 (natural armor)
  Hit Points 75 (10d10+20)
  Speed 20 ft., climb 20 ft., fly 40 ft., swim 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 
  16 (+3) 
  14 (+2) 
  3 (–4) 
  14 (+2) 
  7(–2) 
  Skills Perception +5, Stealth +2
  Damage Resistances cold
  Senses darkvision 120 ft., passive Perception 20
  Languages —
  Challenge 3 (700 XP)
  All Around Vision. The octobearfly can’t be surprised as 
  long as it is not sleeping.
  Amphibious. The octobearfly can breathe water (with 
  its octopus head) and air (with its bear and fly heads).
  Flyby. The octobearfly does not provoke an opportunity 
  attack when it flies out of an enemies reach.
  Nip. The octobearfly may make a fly bite attack as a 
  bonus action against any creature that it has grappled. 
  The octobearfly can only attack with its fly bite attack 
  once per round. 
  ACTIONS
  Multiattack. The octobearfly attacks once with its bear 
  bite or fly bite, once with its claws, and once with its 
  tentacles. Alternatively, it can use its breath weapon 
  in place of its bite.
  Bear Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8+3) piercing damage.
  Fly Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4+3) piercing damage. If the target is 
  a creature, it must succeed on a DC 13 Constitution 
  saving throw against disease or become poisoned 
  until the disease is cured. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6+3) slashing damage.
  Tentacles. Melee Weapon Attack: +5 to hit, reach 10 
  ft., one target. Hit: 5 (1d4+3) bludgeoning damage 
  and the target is grappled (escape DC 13). Until 
  the grapple ends, the creature is restrained. The 
  octobearfly may use its tentacles to grapple a Large 
  creature, 2 Medium creatures, 4 Small creatures, or 8 
  Tiny creatures. If the octobearfly is grappling at least 
  one Medium or two Small creatures, it has disadvan-
  tage on tentacle attacks.
  
  Chimeras | EN World EN5idEr
  Breath Weapon (Recharge 5–6). The octopus head 
  exhales a cloud of inky blackness in a 15-foot cone. 
  Each creature in the area must make a DC 13 Dexterity 
  saving throw or take 9 (2d8) necrotic damage. Addition-
  ally, the area is heavily obscured for 1 minute. The inky 
  blackness breath is effective both on land and in the 
  water. After using its breath weapon, the octobearfly 
  can use the Dash or Disengage action as a bonus action.
   
  Octobearflies have octopus bodies and heads as 
  well as bear and fly heads. Their craniums are 
  arranged on their body so that one of the heads is 
  constantly looking in each direction. They can buzz 
  around on fly-like wings that sprout from between 
  their heads, climb slippery surfaces with their suck-
  ered tentacles, or propel themselves through the 
  water with a jet from internal siphons. These eight 
  snaking appendages are flanked by two shorter, 
  bear-like claws.
  Octobearflies are the embodiment of the chimeric 
  tendency to dominate large swathes of an area. They 
  may decide on a domain that includes air, land, or 
  sea, or some combination of each. In any case they 
  are often attracted to regions where there is a lot 
  of filth, dominating other creatures such as vermin 
  who are similarly attracted to filth. Their regions 
  are often smaller than other chimera territories and 
  ‘ruled’ in a slightly different way—octobearflies 
  are cautious and cunning, unlikely to stubbornly 
  attack an intruder that outmatches them. They 
  allow a trespasser to become comfortable in their 
  region before sneaking up for the kill. They are 
  not above fleeing for their lives if a conflict gets 
  too dangerous, returning after forming a group 
  in order to infest a region that a single octobearfly 
  would never be able to dominate by itself.
  TYRAZODACTYLSAURUS
  HUGE MONSTROSITY, CHAOTIC EVIL
  Armor Class 15 (natural armor)
  Hit Points 189 (18d12+72)
  Speed 50 ft., fly 60 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  25 (+7) 
  14 (+2) 
  18 (+4) 
  2(–4)  
  12 (+1) 
  9 (–1)
  Skills Perception +9
  Senses darkvision 60 ft., passive Perception 19
  Languages —
  Challenge 12 (8,400 XP)
  Nibble. While grappling a creature with its tyrannosaurus 
  rex bite, the tyrazodactylsaurus can use a bonus action 
  to make a pteranodon bite attack and therizinosaurus 
  bite against that creature.
  ACTIONS
  Multiattack. The tyrazodactylsaurus attacks twice 
  with its claws and once with its pteranodon bite, 
  therizinosaurus bite, or tyrannosaurus rex bite. 
  Alternatively, it can use its breath weapon in place of 
  a bite.
  Pteranodon Bite. Melee Weapon Attack: +11 to hit, reach 
  5 ft., one target. Hit: 10 (1d6+7) piercing damage.
  Therizinosaurus Bite. Melee Weapon Attack: +11 to hit, 
  reach 5 ft., one target. Hit: 10 (1d6+7) piercing damage.
  Tyrannosaurus Rex Bite. Melee Weapon Attack: +11 to 
  hit, reach 10 ft., one target. Hit: 33 (4d12+7) piercing 
  damage. If the target is a Medium or smaller creature, it 
  is grappled (escape DC 19). Until this grapple ends, the 
  target is restrained, and the tyrazodactylsaurus can’t 
  bite another target with its tyrannosaurus rex bite. 
  Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 14 (2d6+7) piercing damage. It may target a 
  creature with this attack even if that creature is up to 5 
  feet below the surface.
  Wing Buffet. The tyrazodactylsaurus beats its wings. 
  Each creature within 10 feet of it must succeed on 
  a DC 19 Dexterity saving throw or take 12 (2d4+7) 
  bludgeoning damage and be knocked prone. The 
  tyrazodactylsaurus can then take the disengage action 
  as a bonus action when it uses this attack.
  Breath Weapon (Recharge 6). The therizinosaurus head 
  breathes out a termite swarm.
  
  Chimeras | EN World EN5idEr
  The tyrazodactylsaurus has the body of a tyranno-
  saurus rex, the large claws of a therizinosaurus, and 
  the massive wings of a pterodactyl. This massive and 
  terrible three-headed creature reigned throughout 
  whatever prehistoric lands it dwelled in—whether 
  in the air, on land, or even beneath the soil the 
  tyrazodactylsaurus was supreme.
  TERMITE SWARM
  MEDIUM SWARM OF TINY BEASTS, UNALIGNED
  Armor Class 11
  Hit Points 22 (5d8)
  Speed 20 ft., climb 20ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  3(–4) 
  13 (+1) 
  10 (+0) 
  1 (–5) 
  7 (–2) 
  1 (–5)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned
  Senses blindsight 10 ft., passive Perception 8
  Languages —
  Challenge 1/2 (100 XP)
  Devour Wooden Weapon. Any non-magical item made of 
  wood that touches the termite swarm is partially eaten. 
  After dealing damage, a weapon takes a permanent 
  and cumulative –1 penalty to damage rolls. If its penalty 
  drops to –5, the weapon is destroyed. Nonmagical 
  wooden ammunition that hits the termite swarm is 
  destroyed after dealing damage.
  Swarm. The swarm can occupy another creature’s space 
  and vice versa, and the swarm can move through any 
  opening large enough for a Tiny insect. The swarm 
  can’t regain hit points or gain temporary hit points.
  ACTIONS
  Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one 
  target in the swarm’s space. Hit: 10 (4d4) piercing 
  damage, or 5 (2d4) piercing damage if the swarm 
  has half of its hit points or fewer. Instead of dealing 
  damage, the termite swarm may instead damage a 
  wooden object carried by the target. 
    If the object touched is either wooden armor or 
  a wooden shield being worn or carried, it takes a 
  permanent and cumulative −1 penalty to the AC it 
  offers. Armor reduced to an AC of 10 or a shield that 
  drops to a +0 bonus is destroyed. If the object touched 
  is a held wooden weapon, it rusts as described in the 
  Devour Wooden Weapon trait.  e
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 320 - MM Chimeras.pdf