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

