Keen Hearing and Smell- The cleric beast has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Legendary Resistance (1/day)- If the cleric beast fails a saving throw, it can choose to succeed instead.
Regenerative Boost (1/short rest)- When below half its maximum health the cleric beast can use a bonus action to regenerate 4d8+4 hit points and end any poisoned, blinded, or deafened condition that is currently affecting it.
Multiattack- The cleric beast makes two attacks with its claws, and one attack with is swipe.
Claw- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d8+4 slashing damage.
Crush (Recharge 6)- The cleric beast grabs a medium or smaller sized creature within 5 ft. of it. The target must make a DC 15 Dexterity saving throw or takes 8d6 bludgeoning damage.
Swipe- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d6+4 bludgeoning damage.
Leap- The cleric beast jumps to a point within 40 ft. of itself. Any creature within 5 ft. of the landing cleric beast must make a DC 16 Dexterity saving throw. On a failed save the creature takes 2d6 bludgeoning damage, and if the creature is medium or smaller, is knocked prone. On a successful save the creature takes half as much damage and is not knocked prone.
Description
A massive deformed lycan-like beast with deformed horns. Upon seeing its prey it unleashed a chilling shriek that sounds like pure agony. The head of a wolf, with a curly set of deformed horns. A skeletal body with long razor sharp claws, its right arm is about twice the size of the left and covered in fur. The beast is surprisingly quick and powerful, only the most daring of hunters may take this beast on.
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