Chimeric Manticore

Level 7
Creature· beastRareLargeLegacy
AC
25
HP
120
Speed
25 ft.
Perception
+15
Fort
+18
Ref
+15
Will
+12
Languages common, draconic
Senses darkvision, scent 30 ft. (imprecise)
Skills athletics +17, survival +15, acrobatics +13, stealth +13, intimidation +11
Other Speeds fly 40 ft.
Recall Knowledge DC 28 (nature)

Attacks

Melee Dragon Jaws +18, Damage 2d6+8 piercing plus 2d6 electricity
Melee Lion Jaws +18, Damage 2d10+8 piercing
Melee Goat Horns +18, Damage 2d10+8 piercing
Melee Claw +18 (agile, unarmed), Damage 2d6+8 slashing
Melee Spike +16, Damage 1d10+8 piercing

Abilities

Attack of Opportunity
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.

Breath Weapon◆◆

The chimeric manticore's blue-dragon head breathes a 60-foot area of electricity that deals 8d6 electricity damage to all creatures in the area (DC 25 reflex).

The chimeric manticore can't use Breath Weapon again for .

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 th

Three-Headed Strike◆◆

The chimera makes a Strike with its dragon jaws, lion jaws, and goat horns, each at a -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.

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.