This winged monster has the body of a lion, though two more heads flank its central feline one – a dragon and a horned goat. They tend to ambush wondering parties in the desert.
Dhorme Chimera (CR 10)
CE Huge Magical Beast
Init +6; Senses Darkvision 60 ft., low-light vision, scent; Perception +14
AC 25, touch 11; flat-footed 23 (+2 dex, +14 natural, -1 size)
hp 125  (12d10+60)
Fort +12, Ref +10, Will +8
Resist Fire 10, Lightning 10, Water 10; Immune Poison
Speed 30 ft., Fly 50 ft. (poor)
Melee Bite +16 (2d6+6), Bite +16 (1d8+6 plus burn), Gore +16 (1d8+6), 2 Claws +16 (1d6+6)
Space 10 ft.; Reach 5 ft.
Special Attacks Aqualung, Breath Weapon (30-ft. Cone, 9d8 fire damage, Reflex DC 20 for half, usable 1d4 rounds), Burn (1d8, DC 20), Fulmination
Str 22, Dex 14, Con 19, Int 4, Wis 14, Cha 10
Base Atk +12; CMB +19; CMD 31 (35 vs. trip)
Feats Improved Initiative, Iron Will, Multiattack, Power Attack, Skill Focus (Perception), Toughness
Skills Fly +11, Perception +14, Stealth +5 (+9 in scrubland or brush); Racial Modifiers +2 Perception, +4 Stealth in scrubland or brush
A dhorme chimera 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 19 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 dhorme chimera 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 20) for half damage and negates status effect. Blue mages may learn this ability as a 5th level spell (Knowledge: Arcana DC 25).