b'Khimaira \n'b'\n'b'  Large   monstrosity ,  unaligned  \n'b'  Armor Class  19 (natural armor)  Hit Points  102 (12d10 + 36)  Speed  30 ft.\n'b' STATS STR: 19 (+4) DEX:  13 (+1)  CON:  17 (+3)  INT:  4 (-3)  WIS:  13 (+1)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  fire, poison  Condition Immunities   poisoned   Skills   Perception  +5  Senses  passive  Perception  15  Languages  \xe2\x80\x93  Challenge  10 (5,900 XP) \n'b' Special Traits \n'b'\n'b'  Charge . If the khimaira moves at least 20 ft. straight toward a target and then hits it with a ram  attack  on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13  Strength  saving throw or be knocked  prone . If the target is prone, the khimaira can make one bite attack against it as a bonus action. \n'b'  Keen Smell . The khimaira has advantage on  Wisdom  ( Perception ) checks that rely on smell. \n'b'  Multiple Heads . The khimaira has three heads. While it has more than one head, the khimaira has advantage on saving throws against being  blinded ,  charmed , deafened,  frightened , stunned, and knocked unconscious. Whenever the khimaira takes 33 or more damage in a single turn, one of its heads dies. If all its heads die, the khimaira dies. \n'b'  Reactive Heads . The khimaira gets an extra  reaction  that can be used only for opportunity attacks. \n'b'  Running Leap . With a 10-foot running start, the khimaira can long jump up to 25 feet. \n'b'  Wakeful . While the khimaira sleeps, at least one of its heads is awake. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The khimaira makes three attacks: one with its bite or claws, one with its ram, and one with its snakebite. When its fire breath is available, it can use the breath in place of its horns. \n'b'  Bite .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 11 (2d6 + 4) piercing damage. \n'b'  Ram .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 9 (2d4 + 4) bludgeoning damage. \n'b'  Claws .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 11 (2d6 + 4) slashing damage. \n'b'  Snakebite .  Melee Weapon Attack : +8 to hit, reach 15 ft., one creature.  Hit : 7 (1d6 + 4) piercing damage, and the target must make a DC 15  Constitution  saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'  Fire Breath (Recharge 5-6) . The goat head exhales fire in a 15-foot cone. Each creature in that area must make a DC 13  Dexterity  saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' About \n'b' This horrible monstrosity is an amalgamation of three animals: goat, lion, and snake. It has the head and body of a lion, an additional head and hind legs of a goat, and has a snake for a tail. \n'b' A khimaira is about 5 feet tall at the shoulder, nearly 10 feet long, and weighs about 4,000 pounds. The khimaira prefers to surprise prey. It often lies concealed until it charges.'