ChimeraCreature 8
Source Pathfinder Monster Core
Perception +16 (darkvision, scent (imprecise) 30 feet)
Languages Draconic
Skills Acrobatics +14, Athletics +18, Stealth +18
Str +6, Dex +2, Con +4, Int -3, Wis +2, Cha +0
AC 27; Fort +18; Reflex +16; Will +14;
HP 135
Speed 25 feet (fly 40 feet)
Dragon Jaws
+20 (+15, +10) to hit 2d6+9 PiercingLion Jaws
+20 (+15, +10) to hit 2d10+9 PiercingGoat Horns
+20 (+15, +10) to hit 2d10+9 PiercingClaw
+20 (+16, +12) to hit (agile, unarmed) 2d6+9 SlashingMultiple Reactions
A chimera gains 2 extra reactions each round that it can use only to make Reactive Strikes. It must use a different head for each reaction, and it can't use more than one on the same triggering action. If it loses one of its heads, it also loses one of these extra reactions.
Reactive Strike
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Three HeadedAny ability that would sever a chimera's head (such as a critical hit with a Vorpal Weapon) severs one head at random. Losing a head doesn't kill a chimera (as long as it has one head left), but it does prevent it from making Strikes with the lost head or using the head's Dragon Breath.
Draconic BiteA chimera's dragon head deals an extra 2d6 untyped damage of a type matching the damage dealt by its Dragon Breath.
Dragon Breath
The chimera breathes a cone or line that deals 9d6 damage to all creatures in the area (DC 26 basic save of a type indicated below). The chimera's dragon head is linked to one of the traditions of magic, which determines the area of its Dragon Breath, the type of damage it deals, and the type of save to avoid it. This ability gains the related traits.
The chimera can't use Dragon Breath again for 1d4 rounds.
- Arcane 60-foot line of 9d6 forceforce (DC 26 reflex)
- Divine 60-foot line of 9d6 spiritspirit (DC 26 reflex); this ability can also have the holy or unholy trait
- Occult 30-foot cone of 9d6 mentalmental (DC 26 will)
- Primal 30-foot cone of 9d6 acidacid, 9d6 coldcold, 9d6 electricityelectricity, 9d6 firefire, or 9d6 sonicsonic (DC 26 reflex); or 9d6 poisonpoison (DC 26 fortitude)

The chimera makes a Strike with its dragon jaws, lion jaws, and goat horns, each at a -2 penalty and targeting a different creature. These Strikes count as only one attack for the chimera's multiple attack penalty, and the penalty doesn't increase until after it has made all three attacks.
The chimera is the archetypal example of an unnatural monster made up of a monstrous mix of wildly different component creatures: in this case, a lion, a dragon, and a goat. Wild, hateful, and hungry, it tries to eat any creature it sees, but sometimes a strong-willed master is able to compel a chimera to serve as a guardian or even a mount. If such an individual ever loses their control over the chimera, they are often the first to be devoured.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
BeastA creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.