Chimera, Guardian

This great leviathan possesses five heads on long necks three dragon faces; blue, white, and black, a slavering long horned goat, and a maned lion face in the center.

Guardian Chimera CR 19

XP 204,800
CE Gargantuan magical beast (hydra)
Init +10; Senses blindsense 300 ft., darkvision 60 ft., low-light vision, scent; Perception +30
Aura frightful presence (200 ft., DC 22)


AC 34, touch 12, flat-footed 28 (+6 Dex, +22 natural, -4 size)
hp 332 (19d8+247); fast healing 5
Fort +19, Ref +17, Will +14
Defensive Abilities all-around vision, hydra traits, regenerate head; DR 15/magic and slashing; Immune acid, cold, electricity, sleep, paralysis


Speed 60 ft., fly 120 ft. (poor), swim 60 ft.
Melee 4 bites +26 (2d8+16 plus grab), gore +26 (2d8+16)
Space 20 ft.; Reach 15 ft.
Special Attacks breath weapon (140-ft. line, 16d10 acid damage, Reflex DC 32 for half), breath weapon (80-ft. cone, 20d6 cold damage, Reflex DC 32 for half), breath weapon (140-ft. line, 14d12 electricity, Reflex DC 32 for half), grab, constrict (2d8+16), pounce, rend (2 bites, 2d8+16), rend ship


Str 43, Dex 23, Con 37, Int 20, Wis 26, Cha 20
Base Atk +14; CMB +34 (+38 grapple); CMD 50 (54 vs. trip)
Feats Cleave, Combat Reflexes, Flyby Attack, Hover, Improved Initiative, Intimidating Prowess, Improved Vital Strike, Power Attack, Stand Still, Vital Strike
Skills Acrobatics +28, Appraise +27, Fly +18, Intimidate +43, Knowledge (arcana, nature) +27, Perception +30, Stealth +16 (+56 when moving), Survival +30, Swim +46, Use Magic Device +27; Racial Modifiers +40 Stealth when moving
Languages Abyssal, Aquan, Common, Draconic, Giant
SQ elusive


Elusive (Su)

As a full-round action while moving, the guardian chimera can move up to its run speed without leaving any trace of its passing (identical in effect to a pass without trace spell). This spell effect has a caster level of 20 and cannot be dispelled. The magical beast gains a +40 circumstance bonus to its Stealth checks.

Fast Healing (Ex)

The guardian chimera possess the fast healing ability with a number of hit points healed each round equal to the number of heads the chimera possesses (minimum 5).

Regenerate Head (Ex)

When a guardian chimera’s head is destroyed, two heads regrow in 1d4 rounds. A guardian chimera cannot have more than twice its original number of heads at any one time. To prevent new heads from growing, at least 5 points of acid or fire damage must be dealt to the stump (a touch attack to hit) before they appear. Acid or fire damage from area attacks can affect stumps and the body simultaneously. A guardian chimera doesn’t die from losing its heads until all are cut off and the stumps seared by acid or fire.


Environment any
Organization solitary or pair
Treasure double standard

In times long past, the titans would raise great chimeric hydras to serve them like lesser races breed hounds. The titans made them to guard, track, or kill on command, but with intelligence far beyond simple beasts. While their makers are mostly dead and forgotten, a few of the guardians have survived. Explorers sometimes stumble onto lost places protected by the chimeras who still do the lost titan’s bidding out of love. A titan or powerful giant might manage to make a feral guardian an eternally steadfast ally with sufficient patience and kindness.

Section 15: Copyright Notice

The Genius Guide to the Talented Bestiary. Copyright 2017, Rogue Genius Games; Authors: ???

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