Chymerics

Hybrid horrors stitched together by strange magic — part beast, part legend, all predator.

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Overview

Mutation
Throughout history, curses and dark forces have been known to twist natural creatures into supernatural monsters spontaneously. These creatures typically combine the traits of two or more mundane animals, and they are collectively known as Chymerics. Some species have become stable over time, while others appear randomly or in response to folklore events: shooting stars, changes of season, and the like. The natural interplay between law and chaos is a cornerstone of the universe, but Chymerics are aberrations of chaos. They do not fit into the natural order, and with enough time the presence of a powerful Chymeric will cause local flora and fauna to mutate. In the planes aligned with primordial chaos, Chymerics are common and do not resemble natural animals at all.
Paranoia
Normal monster populations can be purged or driven off, but Chymerics differ. They can pop up almost anywhere, so civilized people have developed a healthy paranoia about them. Militaries take the appearance of a rampaging Chymeric very seriously. Most Chymerics possess supernatural vigor and thrive in the wild until something kills them. The deadliest specimens grow stronger with time, becoming ancient and legendary monsters. On rare occasions, the presence of a large Chymeric will cause local animals to mutate and it will become the leader of a pack of slavering horrors. This is always bad.
Reagents
The corpse of a Chymeric monster is a veritable treasure trove of magical reagents. Arcanists and alchemists desire these things for penning scrolls, brewing potions, and enchantment. While hunting Chymeric monsters is extremely dangerous, mercenaries and adventurers of sufficient skill often view them as a source of income.

Catalog

15 entries
Ahuizotl
Scale
HP
65
ATT
+6/+6
DMG
tail-hand [1d12+5], bite [d8+5]
DEF
14
SOK
3
INIT
+5
SPD
20[35]
ALR
18
MOR
10
F/R/W
7.7.4
IQ
3
AquaticAquaticThis creature breathes water and cannot survive on land.GrabGrabThis creature can attempt a grapple as part of a melee attack without provoking opportunity attacks.
View Active Trait Glossary
Aquatic
This creature breathes water and cannot survive on land.
Grab
This creature can attempt a grapple as part of a melee attack without provoking opportunity attacks.
Bandersnatch
Scale
HP
61
ATT
+7/+7
DMG
bite [2d8+7], claws [1d12+7]
DEF
15
SOK
4
INIT
+6
SPD
45[35]
ALR
20
MOR
8
F/R/W
8.7.5
IQ
3
LeapLeapThis creature can jump the listed distance as a move action or bonus action.CamouflageCamouflageThis creature can hide in any environment, and gains advantage on stealth rolls.BerserkBerserkThis creature can go berserk once per combat, gaining an extra attack. But it must always charge.MimicryMimicryThis creature can mimic the sounds of any creature it has ever heard.
View Active Trait Glossary
Berserk
This creature can go berserk once per combat, gaining an extra attack. But it must always charge.
Camouflage
This creature can hide in any environment, and gains advantage on stealth rolls.
Leap
This creature can jump the listed distance as a move action or bonus action.
Mimicry
This creature can mimic the sounds of any creature it has ever heard.
Chimera
Scale
HP
112
ATT
+8/+8/+8
DMG
bite [2d10+12], gore [2d8+12], tail [2d8+12]
DEF
14
SOK
7
INIT
+4
SPD
35[55]
ALR
20
MOR
7
F/R/W
15.5.7
IQ
3
4 Attacks4 AttacksExtra limbs grant extra attacks and allow equipping of extra tools.Breath WeaponBreath WeaponThis creature can exhale energy once per minute: [area, save, type, damage].WingsWingsThis creature has a given flight speed.

A traditional chimera possesses two to four different animal heads grafted to a monstrous body with a thick hide and lumps of swollen muscle. These heads normally work in tandem, especially in combat. Some possess wings, gills, scales, regeneration, poison, or breath weapons. While there are several situations that can produce a chimera, they are most often found in places where the power of nature produces storms. A bolt of lightning will strike multiple animals in a region, and these creatures will then seek one another out and fuse into a chimera.

View Active Trait Glossary
4 Attacks
Extra limbs grant extra attacks and allow equipping of extra tools.
Breath Weapon
This creature can exhale energy once per minute: [area, save, type, damage].
Wings
This creature has a given flight speed.
Chuul
Scale
HP
91
ATT
+7
DMG
pincer [2d8+9]
DEF
13
SOK
10
INIT
+2
SPD
20[30]
ALR
16
MOR
8
F/R/W
11.3.6
IQ
3
AmphibiousAmphibiousThis creature is capable of breathing both air and water.GrabGrabThis creature can attempt a grapple as part of a melee attack without provoking opportunity attacks.
View Active Trait Glossary
Amphibious
This creature is capable of breathing both air and water.
Grab
This creature can attempt a grapple as part of a melee attack without provoking opportunity attacks.
Cockatrice
Scale
HP
28
ATT
+5
DMG
beak [d6+2]
DEF
14
SOK
1
INIT
+4
SPD
15[30]
ALR
15
MOR
12
F/R/W
3.5.3
IQ
1
PetrificationPetrificationThis creature has an attack that forces a fortitude save to resist petrification.FlyingFlyingThis creature has a given flight speed.

A cockatrice is a cross between a bird and a reptile. The source animals are always native to the local environment. Every cockatrice has a magical gaze or touch attack of some kind — petrification, combustion, sickness, and so forth. Most individual cockatrices are physically weak, but their special attacks and ability to fly make them deadly. Classic cockatrices turn their victims to stone. Of all the Chymeric archetypes, these monsters are the most likely to form flocks and operate in groups. They are stealthy and territorial, forming lairs in out-of-the-way places while sneaking into populated regions by night to feed. Most cockatrices begin their lives as normal birds, mutating and returning to life after ingesting some sort of poison. A female cockatrice retains its fertility and is capable of laying one egg a year on a moonless night. The offspring is always another cockatrice.

View Active Trait Glossary
Flying
This creature has a given flight speed.
Petrification
This creature has an attack that forces a fortitude save to resist petrification.
Coeurl
Scale
HP
58
ATT
+7/+7
DMG
lash [1d12+6], bite [d10+6]
DEF
16
SOK
2
INIT
+7
SPD
60
ALR
21
MOR
9
F/R/W
6.8.5
IQ
2
LeapLeapThis creature can jump the listed distance as a move action or bonus action.BlindsenseBlindsenseThis creature perceives its surroundings without sight and cannot be caught off guard by hidden foes.

The coeurl is a chymeric with origins in the fey realm of Arcadia. The source animal is always a great cat of some sort, with strange mustache-like whiskers and a pair of whip-like tentacles or pedipalps protruding from its shoulders. The coeurl is a stealthy hunter, and its hide possesses a magical adaptive camouflage so perfect that the creature is nearly invisible. A coeurl must concentrate to maintain this camouflage, so it becomes visible while it is idle or asleep. Unlike most Chymerics, these creatures can reproduce and bear live young. They form prides ruled by a single alpha female, and terrorize regions for months before moving on. A coeurl can spontaneously form when a great cat sleeps close to a shallowing leading to the plane of Faerie.

View Active Trait Glossary
Blindsense
This creature perceives its surroundings without sight and cannot be caught off guard by hidden foes.
Leap
This creature can jump the listed distance as a move action or bonus action.
Gorgon
Scale
HP
81
ATT
+6
DMG
gore [3d8+10]
DEF
12
SOK
12
INIT
+1
SPD
35
ALR
14
MOR
6
F/R/W
13.2.5
IQ
2
Breath WeaponBreath WeaponThis creature can exhale energy once per minute: [area, save, type, damage].

Gorgons are herd animals with sharp teeth, a durable hide, a powerful charge attack, and a dangerous breath weapon. This breath weapon can vary — fire, petrification, frost, poison mist, and so forth. They commonly resemble cattle, elk, moose, rams, or water buffalo. All gorgons have some sort of potent physical armor, such as chitinous plates, scales, or thick skin. A powerful gorgon can transform other kine in its vicinity given enough time. Gorgons sometimes arise when a powerful herbivore eats corrupted magical flora, transforming the animal into a monster after a single night of paralyzed agony.

View Active Trait Glossary
Breath Weapon
This creature can exhale energy once per minute: [area, save, type, damage].
Gryphon
Scale
HP
87
ATT
+6/+6
DMG
beak [2d8+7], talons [1d12+7]
DEF
15
SOK
4
INIT
+5
SPD
40[75]
ALR
20
MOR
9
F/R/W
8.6.4
IQ
2
WingsWingsThis creature has a given flight speed.

Griffins are a Chymeric breed that has developed into a stable fertile species. Every breed has a large predator body, wings, and the head of a bird. Griffins are ferocious and opportunistic, hunting alone or in prides like lions. They are drawn to the scents of blood and carrion, and are often found scavenging battlefields or chasing lesser predators away from kills. All griffins have wings, a stunning screech, fast healing, and the visual powers of a bird of prey. Hawk- and eagle-headed griffins can be raised from infancy to serve as loyal aerial mounts, but griffins with the heads of scavenger birds (vultures) usually cannot be tamed. Griffins build rookeries in high places, and females lay 1d4 eggs a year. Spontaneously created griffins are typically born to litters of lions or bears. Their parents do not realize that their offspring are different, and raise them normally until the creature reaches adolescence and wanders off.

View Active Trait Glossary
Wings
This creature has a given flight speed.
Hippogryph
Scale
HP
52
ATT
+5
DMG
beak [d10+5], talons [d8+5]
DEF
14
SOK
3
INIT
+4
SPD
35[70]
ALR
18
MOR
10
F/R/W
6.5.3
IQ
2
WingsWingsThis creature has a given flight speed.

Griffins are a Chymeric breed that has developed into a stable fertile species. Every breed has a large predator body, wings, and the head of a bird. Griffins are ferocious and opportunistic, hunting alone or in prides like lions. They are drawn to the scents of blood and carrion, and are often found scavenging battlefields or chasing lesser predators away from kills. All griffins have wings, a stunning screech, fast healing, and the visual powers of a bird of prey. Hawk- and eagle-headed griffins can be raised from infancy to serve as loyal aerial mounts, but griffins with the heads of scavenger birds (vultures) usually cannot be tamed. Griffins build rookeries in high places, and females lay 1d4 eggs a year. Spontaneously created griffins are typically born to litters of lions or bears. Their parents do not realize that their offspring are different, and raise them normally until the creature reaches adolescence and wanders off.

View Active Trait Glossary
Wings
This creature has a given flight speed.
Hodag
Scale
HP
57
ATT
+5/+5
DMG
tail [2d8+8], claws [1d12+8]
DEF
13
SOK
8
INIT
+2
SPD
30[20]
ALR
16
MOR
8
F/R/W
10.3.4
IQ
2
Bite+Claw+TailBite+Claw+TailIf this creature hits twice in the same round it deals the extra given damage.TerrorTerrorThis creature is so scary it forces a morale check at the onset of combat.CamouflageCamouflageThis creature can hide in any environment, and gains advantage on stealth rolls.

Hodags are stealthy Chymerics that combine the traits of multiple reptiles with sharp bull-like horns. They often develop a cat- or dragon-like physiology, though they never develop wings. All hodags have a poisonous bite, chameleon-like camouflage, a dangerous charge attack, and the ability to leap great distances. Most are also independent, though small packs may occasionally form around a powerful alpha. Hodags are created when a reptile devours several other reptiles of different species close to a site of natural power. Some specimens are intelligent and can be domesticated, though they never respect those weaker than themselves.

View Active Trait Glossary
Bite+Claw+Tail
If this creature hits twice in the same round it deals the extra given damage.
Camouflage
This creature can hide in any environment, and gains advantage on stealth rolls.
Terror
This creature is so scary it forces a morale check at the onset of combat.
Manticore (Spike-Volley Tail)
Scale
HP
63
ATT
+7/+7
DMG
bite [2d8+9], claw [1d12+9], tail spikes [1d12+4]
DEF
14
SOK
5
INIT
+4
SPD
30[50]
ALR
18
MOR
8
F/R/W
11.5.5
IQ
3
FlyingFlyingThis creature has a given flight speed.Spike VolleySpike VolleyThis creature can use its attacks to hurl energy bolts: [range, hit, type, damage].
Tail Variant
View Active Trait Glossary
Flying
This creature has a given flight speed.
Spike Volley
This creature can use its attacks to hurl energy bolts: [range, hit, type, damage].
Owlbear
Scale
HP
71
ATT
+6/+6
DMG
beak [2d8+8], claws [1d12+8]
DEF
13
SOK
5
INIT
+3
SPD
40
ALR
18
MOR
6
F/R/W
11.4.5
IQ
1

Owlbears are hulking Chymerics with the body of a bear and the head of an owl. They are a stable chymeric breed with origins in the fey realm, haunting forests and caverns alone or in packs. All owlbears have a deafening scream, amazingly keen sight and hearing on par with an owl, and the ability to bearhug opponents. They also fly into a berserk rage when injured, becoming even more dangerous. Some breeds have wings or camouflage fur. While they do form packs and lay eggs, owlbears can also spontaneously arise when a bear finds and eats a dead bird of prey.

Peryton
Scale
HP
45
ATT
+5/+5
DMG
gore [d10+4], talons [d6+4]
DEF
15
SOK
2
INIT
+5
SPD
20[70]
ALR
17
MOR
11
F/R/W
5.6.3
IQ
2
FlyingFlyingThis creature has a given flight speed.

Perytons are malicious winged Chymerics with the body of a great eagle and the head of a horned herd animal with fangs. All perytons are female, but can lay only a single egg after consuming a fresh humanoid heart. Despite their predatory abilities, they are omnivores. Perytons are extremely fast and silent while flying, with a deadly charge attack and talons capable of seizing and carrying off a medium-sized humanoid. All are immune to damage from non-magical sources, including weaponry. Perytons build aeries in high places, typically hills and mountains. They can mutate spontaneously when a horned herbivore eats plantlife fertilized by the corpses of dead humanoids.

View Active Trait Glossary
Flying
This creature has a given flight speed.
Sphinx
Scale
HP
82
ATT
+11
DMG
3d8+8
DEF
17
SOK
5
INIT
+5
SPD
40*
ALR
18
MOR
18
F/R/W
9.7.6
IQ
3
WingsWingsThis creature has a given flight speed.SorcerySorceryThis creature has a number of spells, an arete score, and a mana pool.
View Active Trait Glossary
Sorcery
This creature has a number of spells, an arete score, and a mana pool.
Wings
This creature has a given flight speed.
Trogg
Scale
HP
18
ATT
+5/+5
DMG
bite [d8+4], claws [d6+4]
DEF
14
SOK
2
INIT
+5
SPD
40[30]
ALR
18
MOR
10
F/R/W
5.6.3
IQ
1

Trogs are omnivorous, territorial, rat-like creatures that live in filthy underground colonies lined with fur and dung and bones. They combine the worst traits of rats, moles, gophers, badgers, and weasels. The average specimen is the size of a goblin, with large jaws and heavy digging claws made for burrowing. When they come to the surface on moonless nights to scavenge and hunt prey, they are always led by an alpha creature. Any trog that consumes humanoid flesh mutates into a berserker after 1d6 days. Trog berserkers are fearless monsters that frenzy in combat. Trogs are capable of reproducing, and females give live birth to 1d10 pups a year. If allowed to spread unchecked, trogs will slowly devour or drive away all the wildlife in a region. If food becomes scarce they simply devour each other in an orgy of cannibalistic violence until the population levels out.