This black chimera is slightly smarter and more dangerous than any of its weaker versions.
Chimera Brain (CR 14)
CE Huge Magical Beast
Init +6; Senses Darkvision 60 ft., low-light vision, scent; Perception +20
AC 28, touch 10; flat-footed 26 (+2 dex, +18 natural, -2 size)
hp 195 (17d10+90)
Fort +15, Ref +12, Will +10
DR 10/cold iron and magic; Resist Ice 10; Immune Death effects, Disease, Fire, Lightning, Poison, Water; SR 25
Speed 30 ft., Fly 50 ft. (poor)
Melee Bite +23 (2d8+8/19-20), Bite +23 (2d6+8/19-20 plus burn), Gore +23 (2d6+8), 2 Claws +23 (1d8+8)
Space 15 ft.; Reach 10 ft.
Special Attacks Aqualung, Breath Weapon (60-ft. Cone, 13d8 fire damage, Reflex DC 23 for half, usable 1d4 rounds), Burn (2d8, DC 23), Fulmination, Snowstorm
Str 27, Dex 15, Con 21, Int 5, Wis 16, Cha 10
Base Atk +17; CMB +27; CMD 37 (41 vs. trip)
Feats Cleave, Improved Critical (Bite), Improved Initiative, Iron Will, Multiattack, Power Attack, Skill Focus (Perception), Toughness, Vital Strike
Skills Fly +15, Perception +20, Stealth +1 (+5 in scrubland or brush); Racial Modifiers +2 Perception, +4 Stealth in scrubland or brush
A chimera brain can emit a 30-ft.-cone of watery breath, once every 1d4 rounds. Creatures within the area of effect take 8d6 points of water damage and are inflicted with Silence status (Reflex save DC 20 to reduce damage by half and negate the Silence status effect) for 1d6 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).
A chimera brain can launch a powerful blast of lightning against creatures within 60 ft. in a 20-ft.-radius, once every 1d3 rounds. Creatures in the area of effect take 10d6 points of lightning damage are inflicted with Disable status for 1d4 rounds, a successive Reflex save (DC 21) for half damage and negates status effect. Blue mages may learn this ability as a 5th level spell (Knowledge: Arcana DC 25).
A chimera brain can create a shredding flurry of icy slivers hitting all creatures within the 30-ft. line. Creatures in the area of effect take 14d6 points of ice damage are inflicted with Frozen status for 1d4 rounds, a successive Reflex save (DC 22) for half damage and negates status effect. Blue mages may learn this ability as a 6th level spell (Knowledge: Arcana DC 27).