Encounters: Goblin Marches - Hills (Night)
Chimera (CR 7)
Large Magical Beast
Alignment: Usually chaotic evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +9, and Spot +9
AC: 19 (-1 size, +1 Dex, +9 natural), touch 10, flat-footed 18
Hit Dice: 9d10+27 (76 hp)
Fort +9, Ref +7, Will +4
Speed: 30 ft., fly 50 ft. (poor)
Space: 10 ft./5 ft.
Base Attack +9; Grapple +17
Attack: Bite +12 melee
Full Attack: Bite +12 melee and bite +12 melee and gore +12 melee and 2 claws +10 melee
Damage: Bite 2d6+4, bite 1d6+2, gore 1d8+4, claw 1d6+2
Special Attacks: Breath weapon
Abilities: Str 19, Dex 13, Con 17, Int 4, Wis 13, Cha 10
Feats: Alertness; Hover; Iron Will; Multiattack
Skills: Hide +1*, Listen +9, and Spot +9
Advancement: 10-13 HD (Large); 14-27 HD (Huge)
Climate/Terrain: Temperate Hills
Organization: Solitary, pride (3-5), or flight (6-13)
Source: Monster Manual
Breath Weapon (Su): Every 1d4 rounds, damage 3d8, Reflex half DC 17. Use all rules for dragon breath of the appropriate variety.
Skills: The chimera's three heads give it a +2 racial bonus to Spot and Listen checks.
A deadly foe the chimera prefers to surprise prey. It often swoops down from the sky or lies concealed until it charges. The dragon head can loose a breath weapon instead of biting. Several chimeras attack in concert.