Changeling: The Dreaming (20th Anniversary Edition) Chimera Stat Blocks

Wildwood Hydra

Strength 3, Dexterity 7 (lightning fast), Stamina 5
Charisma 1, Manipulation 1, Appearance 4 (awe-inspiring)
Intelligence 1, Wits 4 (animal intuition), Perception 3


Alertness 2, Athletics 2, Brawl 4 (quick strikes), Intimidation 3, Kenning 3
 
Animal Ken 2, Stealth 1, Survival 2


Redes: Healing, Scuttle, Venom


Glamour 13
Willpower 7
Banality 6


Health Levels (chimerical)
Hurt (-1), Injured (-1), Wounded (-2), Mauled (-2)


  • Healing — The chimera may heal its own wounds, or those of another. It may even heal non-chimerical injuries, if it also has the Wyrd Rede. 

    Use Cost: 1 per Health Level healed
  • Scuttle — Chimera with this Rede can move at lightning speeds. For every point of Glamour spent, the chimera gains an additional action for the turn. The amount of points spent cannot exceed the chimera’s Glamour rating.

    Use Cost: 1 Glamour per extra action.
  • Venom — The chimera makes a physical attack that delivers a potent venom to its victim. Bites, claws, tail stingers, and spitting attacks are common for animalistic chimera, whereas a humanoid chimera may use envenomed arrows or darts. The victim suffers damage from the attack, and must make a successful Stamina roll (difficulty 8) or suffer debilitating effects. In the case of the hydra, pain (one minute of wound penalties a category higher than the victim’s current health track per point of Glamour invested) is its method of torment. In addition, the venom may add direct damage to the initial attack (1 health level per point of Glamour spent in addition to any spent for debilitating effects).

    Use Cost: Variable

Note: For every health level of damage the hydra takes, a head is chopped off. When it spends to heal, an additional head grows back – each head counts as a different action to attack when using Scuttle. For flavor purposes, the hydra can only use Scuttle equal to the number of heads it currently has. It starts with five.

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