Blood Aura Once a day, as an action the Cleric Beast can empower its blood to heal broken bones and recover detached limbs. This does not allow it to regain HP.
Leap The Cleric Beast can forgo its movement to instead jump up to 40 ft. high and/or a 10 - 30 ft. distance. Adjacent players cannot take opportunity attacks when it leaps. Any creatures in the space where it lands must make a DC 12 dexterity check or take 1D10 bludgeoning damage and be knocked prone.
Gatekeeper The Cleric Beast has advantage on perception checks. Opportunity attacks do 1/2 damage but the target's movement becomes 0 until that creature's next turn.
Fist Slam Melee Unarmed Attack: range 5 ft. radius of creature, DC 15 DEX save, Hit: 3D8 + 7
Lunging Swipe Melee Unarmed Attack: +5 to hit, range 15 ft., 1 target. Hit: 5D6 + 5
Grab Range 5 ft., 1 target, STR contest, upon loosing the target becomes grappled. If grappled when Cleric Beast makes a Fist Slam attack, grappled creature takes an additional 14 bludgeoning damage and is no longer grappled.
2 reactions per round
1 legendary action per round
The Cleric Beast may make a Leap or use its Blood Aura as a legendary action. Alternatively the Cleric Beast may do a Fist Slam or Lunging Swipe as its legendary action as long as it is not grappling a creature.
Description
Once a human cleric, it is now a huge, lumbering, wolf-like beast which walks on its hind legs. Patchy, wispy grey hair reveals an exposed rib cage. While gaunt, it has powerful legs and one burly arm covered in long white hair that matches its mane. It has long humanoid hands with crooked nails and a face made of teeth and bone with large jagged antlers protruding from the side.
Previous Versions
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4/22/2021 9:05:34 AM
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Coming Soon
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