Monster of the Week

Chimera

Chimera are generally not naturally occurring creatures. There's a belief that they are the creation of the deities, or the children of deities. However, they are typically created by alchemical or magical accidents. In fact, they are not really a species in the same way other creatures are, each specimen is created as a result of a unique event (though sometimes you do get a brood rather than a unique individual). This means encountering a Chimera is often fraught with surprises, even by the most learned or experienced survivalists.

Not all hybridized creatures are Chimera of course, Gryphons and Hippocampi are not Chimera, but instead breed true. On the flip side, mules are not Chimera, but do not breed true. A Chimera is defined by being a mishmash of creatures. This makes them pretty unpredictable to interact with. Several explorers have come across groups of chimera and thought they'd discovered a new creature, only to later find they only had a Chimera on their hands, of course, this doesn't decrease the price of these creatures as travelling shows, just the chance of getting a second attraction.

Since most Chimera are formed during alchemical experiments, they are most often associated with the creatures valued by alchemists. This means, chickens for their eggs, goats for parchment, cows for their meat and vellum, lizards for their cold blood and scales, snakes for their venom, birds for their wings, and large cats for their mystique. Magical experiments or divine provenance of course will sometimes create very exotic Chimera, blasted together in wild excesses of power. Added to this, many Chimera will gain additional abilities from the power of their birth.

Stat Block

  • Power: B6
  • Agility: B4
  • Speed: B5
  • Forte: B6
  • Will: B5
  • Perception: B3
  • Reflexes: B4
  • Stride: 7
  • Hesitation: 5
  • Health: B7
  • Steel: B9

Skills:

  • Savage Attack: B6
  • Hauling: B5
  • Stealthy: B4

Traits:

  • Chimerical (Char)
  • Exotic (Char)
  • Mule (Char)
  • Born (Dt)
  • Head (Dt)
  • Body (Dt)
  • Back (Dt)
  • Legs (Dt)
  • Tail (Dt)

Traits

Chimera are defined by their traits, but generally do not have common traits, they have a series of different die traits that make up their being. Each of the traits Born Head, Body, Back, Legs, and Tail are given a set of different options to make the full Chimera. So a Chimera with Body of Lion, Wings of Eagle, Born in Fire, Legs of Horse, and Tail of Serpent will be very different than one with Body of Cattle, Back of Lizard, Born of Water, Legs of Horse, and Tail of Scorpion. There are optional rollable tables provided for making random Chimera.

These traits increase the stats of the Chimera, these are not bonus dice generally, they are a direct increase to the Chimera's stats.

Born

1d4 Born Type
1 Born in Fire
2 Born of Water
3 Born of Air
4 Born Within The Earth
  • Born in Fire: Chimera Born in Fire are born from accidents and events where explosions and lab fires destroy everything. The destruction they were born in makes them destroyers themselves. Their Speed increases by +1D (add directly to the stat), and their Stride increases by +1, due to their motion being like flame. They can also breath Flame - Length: Missile, Range Thrown, VA 4, Damage Will+2, WS 1. Using their Fire Breath taxes their Forte (roll Health vs the number of times they have breathed fire that day, recover as per The Sickness for sorcerers).

  • Born of Water: Chimera Born of Water are like their element, they are beings closer to perfection. Rarely born accidentally, those born of Water are often created intentionally to serve the desires of alchemists, or worse, priests of gods willing to make mockeries of life. Due to water's role as the first amongst the elements, the prime, these Chimera are considered the greatest of the beings, with some priests considering them being above even humanity. Chimera born of water gain +1D to Will and Perception due to their perfect nature. They also have the ability to breath underwater, and gain the Swimmer character trait.

  • Born in Air: Chimera Born of Air are known for their mercurial nature. They are as fickle as a morning in early spring. They are generally the most safely created due to the fact that they are created in the safest place. Despite this, people have found that they are the easiest to train due to the fact that do have good days for training, unlike their bretheren. Travelling shows beware since they do still snap at the oglers. Chimera born of air are lighter than most, decreasing their Forte and Power by 1D but increasing their Speed and Agility by +2D each. They also gain the ability to cast the Weatherworker spell using their Forte in place of Sorcery (they are taxed normally), as they can use their massive lungs to change the winds.

  • Born Within The Earth: Chimera Born within the Earth seem to be almost as safe as the Chimera of Air - but as they grow within the embrace of the earth-mother, they are dormant. Only when dwarves breach their womb-homes, or earthquakes rend them into birth are they finally awakened. These Chimera are almost always awoken angry and raging. Once the initial pain of their creation wears off, they typically calm down and then become regular chimera, though they are the most stable and grounded, making them most prized by travelling shows who understand the dangers of those born of air. These Chimera continue to reflect the rocky place they are born, giving them +2D armour to all locations of their body. They also gain the Earthblood trait (as per Trolls).

Head

1d8 Head
1 Head of Serpent
2 Head of Lion
3 Head of Hawk
4 Head of Goat
5 Head of Dragon
6 Head of Ox
7 Head of Humanity
8 Roll Again Twice
  • Head of Serpent: The Chimera gains a bite attack, Length: Hands, VA 1, Pow +0, WS 3. If the bitten character takes a wound from the bite, they also take an additional midi wound due to poison injected by the bite.

  • Head of Lion: The Chimera gains the Intimidate skill at B4 due to roars, and gains a bite attack Length: Hands, VA 1, Pow +2, WS 2.

  • Head of Hawk: The Chimera gains the Keen Sight trait.

  • Head of Goat: The Chimera can eat almost anything. Give them the Bottomless Stomach trait, the Stomach of The Goat die trait (+2D to Health for ingestion difficulties).

  • Head of the Dragon: Dragon headed Chimera are amongst the most feared. They have 5D armour to their head due to the scales, and gain Crushing Jaws Length: Long (their neck), VA 3, Pow +3, WS 2.

  • Head of Ox: The Chimera has large horns. They can perform the Charge And Strike action, and their horns can be used as a weapon. Large Horns and Thick Skull: Length: Hands, VA 2, Pow +2, WS 1.

  • Head of Humanity: The Chimera gains the High Speech trait and the skills Philosophy and Alchemy at B4.

  • Many Chimera can have several heads due to their nature.

Body

1d4+1d4 Body
2 Horse Body
3 Wolf Body
4 Cattle Body
5 Lion Body
6 Chicken Body
7 Goat Body
8 Serpent Body
  • Horse Body: The Chimera's gains the Fleet of Foot traits due to its lungs helping it on the burst.

  • Wolf Body: The Chimera gains the Deep Fur and Great Lupine Form trait.

  • Cattle Body: The Chimera gains +2 Forte and the Bottomless Stomach trait.

  • Lion Body: The Chimera gains the Quickened Pulse trait.

  • Chicken Body: The Chimera gains the Feathered Trait. Of course, they need to be able to fly to need/use their pinions and tail feathers, those effects only apply if they can.

  • Goat Body: The Chimera gains the Coat of Fur trait.

  • Serpent Body: The Chimera does not have legs!

Feathered (Dt)

The creature have feathers covering most of their body. They gain 1D of armour to their arms and legs due to the padding the feathers can apply. However, they can easily have those feathers damaged. If the monster is struck in the wing or the back/legs they have a chance of their pinions or tail feathers damaged. When those feathers are damaged they cannot fly. Roll the DoF, on a 6 or better those feathers are damaged, the attacker can spend additional successes to increase the DoF (before the DoF is rolled).

The pinion feathers take two months to regrow, the tail feathers only take a month to regrow. They can also be regrown with a Minor Miracle.

Back

The body of the Chimera is what their body looks like, and how their organs are configured. However, their back and legs indicate most of their looks. A Lizard-like back means it's covered in scales, even if it's a Lion bodied Chimera. Whereas others might have a traditional look lion body with eagle wings sticking out of its back.

1d6 Feature
1 Lizard Scales
2 Eagle Wings
3 Chicken Feathers
4 Cattle Muscle
5 Bear Fur
6 Spines of Rock
  • Lizard Scales: The Chimera gains the Scaly Skin trait.

  • Eagle Wings: The Chimera can fly! It's Stride is 10 when flying and it can fly.

  • Chicken Feathers: The Chimera is covered in short chicken feathers.

  • Cattle Muscle: The Chimera has the strongly built body of cattle. It gains +1D Power and +2D Forte.

  • Bear Fur: The Chimera gains the Coat of Fur trait and 2D of armour due to its heavy shaggy fur.

  • Spines of Rock: The Chimera was merged with the stones of the earth itself. It gains the Crystalline Spines trait.

Legs

1d6 Feature
1 Lion Legs
2 Horse Legs
3 Chicken Legs
4 Lizard Legs
5 Bear Limbs
6 Goat Legs
  • Lion Legs: The Chimera has large raking claws and strong front claws. The Chimera can use the Lock and Strike action and gains +2 Power on strikes to a knocked down or locked target. Their claws do Length: Hands, VA 1, Pow +2, WS 2.

  • Horse Legs: The Chimera gains a Stride of 12.

  • Chicken Legs: The Chimera has a stride of 6.

  • Lizard Legs: The Chimera gains 2D armour to their legs.

  • Bear Limbs: The Chimera gains large front claws and powerful back legs, gaining a Stride of 9 and Claws Length: Hands, VA 2, Pow +1, WS 1.

  • Goat Legs: The Chimera can easily walk on rough footing. It gains the Sure Footed trait (a call-on for anything where there's a chance of tripping due to rough terrain).

Tail

1d6 Feature
1 Serpent Tail
2 Scorpion Tail
3 Chicken Tail
4 Lizard Tail
5 Cattle Tail
6 Lion Tail
  • Serpent Tail: The Chimera's tail is an entire serpent! The Chimera's tail can act independently and gains a bite Length: Hands, VA 1, Pow -2, WS 3. If the bitten character takes a wound from the bite, they also take an additional midi wound due to poison injected by the bite.

  • Scorpion Tail: The Chimera's tail is a giant scorpion tail. The tail can be used to strike. Length: Hands, VA 2, Pow -1, WS 1. Characters struck by the tail also take a midi wound due to poison.

  • Chicken Tail: The Chimera's tail is a fan of feathers. It can be used to stabilize the Chimera, giving the Chimera the Feathered Tail trait. This acts as a call-on for any roll to prevent being knocked down. This can be negated if the Chimera has the Feathered trait.

  • Lizard Tail: The Chimera's tail is lizard's tail. It's large and powerful but easily removed. It has 3D armour due to scales but falls off harmlessly instead of taking any wound.

  • Cattle Tail: The Chimera's tail is a simple cow's tail.

  • Lion Tail: The Chimera's tail is a simple lion's tail.

Post Dated: 2025-03-07 13:06

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