Page 239 - Monster Manual Expanded III Dragonix
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Thessalmera
        The thessalmera is a cross between a thessalhydra and a wingless
        chimera. As with most thessalmonsters, it retains its reptilian
        body, eight serpentine heads, and pincer-clawed tail. In place
        of a giant maw, serpentine heads surround a lion's head with
        a reddish-gold mane. Sitting on top of it is the neck and
        head of a red dragon, whose dark red metallic scales, crest,
        and spines run from its back and over the creature's spine,
        matching the thessalhydra's reddish-brown scales.
          Silent Stalker. Like all thessalmonsters, the thessalmera
        is a rapacious carnivore. It is a stealthy predator that
        uses the cover of night to hunt. It picks areas to stalk
        where there is little or no threat, such as small villages and
        hamlets, devouring the occasional humanoid as it searches
        for its preferred prey - livestock, especially horses and
        cows.
          Grounded But Deadly. While opponents may
        find the thessalmera's inability to fly easier to
        deal with than a chimera, it still has to contend
        with its venomous serpentine heads and
        powerful pincer-clawed tail, which more than
        make up for its loss of flight.
          Wary Predator. The thessalmera is careful
        to pick where it makes its lair, choosing
        several spots where it is confident that it can
        be safe when it rests, has no competition
        nearby, and it is within half a day's travel to
        easy sources of food. This would typically
        be caves or ruined structures deep within
        a forest, jungle, swamp, or similar area
        difficult to traverse. It never stays in the
        same lair for more than two or three nights
        unless necessary. If offered plenty of food, treasure,
        and the occasional live prey to toy with, the thessalmera
        can be coaxed to work as a guardian.




         Thessalmera                                           Wakeful. While the thessalmera sleeps, at least one of its serpent
                                                               heads is awake.
         Large monstrosity, chaotic evil
                                                               Actions
         Armor Class 14 (natural armor)
                                                               Multiattack. The thessalmera makes four attacks: one with is Flurry
         Hit Points 142 (15d10 + 60)
                                                               of Serpent Bites, one with its Bite, one with its Claws, and one with
         Speed 30 ft.
                                                               its Tail Pincer.
              STR           DEX           CON           INT           WIS           CHA   Flurry of Serpent Bites. Melee Weapon Attack: +7 to hit, reach 5 ft.,
                 19 (+4)      11 (+0)      19 (+4)        3 (-4)      14 (+2)       10 (+0)  one target. Hit: 1 piercing damage plus 3 (1d6) poison damage for
                                                               each serpent head it has.
         Skills Perception +8
                                                               Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11
         Damage Immunities poison                              (2d6 + 4) piercing damage.
         Condition Immunities poisoned
         Senses darkvision 60 ft., passive Perception 18       Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11
         Languages ---                                         (2d6 + 4) slashing damage.
         Challenge 8 (3,900 XP)       Proficiency Bonus +3
                                                               Tail Pincer. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
                                                               Hit: 8 (1d8 + 4) bludgeoning damage and if the target is a Medium
         Multiple Serpent Heads. The thessalmera has eight serpent   or smaller creature, it is grappled (escape DC 15). Until this grapple
         heads. While it has more than one serpent head, the thessalmera
                                                               ends, the target is restrained, and the thessalmera can't use its tail
         has advantage on saving throws against being blinded, charmed,
                                                               pincer attack on another target.
         deafened, frightened, stunned, and knocked unconscious.
           Whenever the thessalmera takes 5 or more damage in a single turn,   Fire Breath (Recharge 5–6). The dragon head exhales fire in
         one of its serpent heads dies.                        a 15- -foot cone. Each creature in that area must make a DC 15
           At the end of its turn, it grows two serpent heads for each of its   Dexterity saving throw, taking 31 (7d8) fire damage on a failed save,
         serpent heads that died since its last turn, unless it has taken fire or   or half as much damage on a successful one.
         acid damage since its last turn. The thessalmera regains 5 hit points
         for each serpent head regrown in this way.


       238
                    Bestiary
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