Large Monstrosity, Chaotic Evil
Armor Class 15 Natural Armor
Hit Points 114 (12d10 + 48)
Speed 40 ft., Climb 30 ft.
STR
19 (+4)
DEX
15 (+2)
CON
18 (+4)
INT
4 (-3)
WIS
13 (+1)
CHA
6 (-2)
Saving Throws DEX +5, WIS +4
Skills Acrobatics +5, Athletics +7, Perception +4
Damage Vulnerabilities Fire
Damage Resistances Lightning
Senses Darkvision 60ft., Passive Perception 14
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Keen Hearing And Smell. The Cleric Beast has advantages 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 of its maximum health the Cleric Beast can use a bonus action to regenerate 22 (4d8+4) hit points and end any poisoned, blinded or deafened condition that is currently afflicting it.

Actions

Multiattack. The Cleric Beast makes 2 attacks with its claws.

Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 13(2d8+4) slashing damage.

Crush (Recharge 5-6). The Cleric Beast Attempts to Grab and smash a medium or smaller sized creature within 5ft. of it. The creature must succeed on a DC 15 Dexterity saving throw or take 44 (8d10) bludgeoning damage and is knocked prone.                 

Swipe. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7(1d6+4) slashing damage.

Leap. The Cleric Beast jumps to a point within 40ft. of itself. Any creature within 5ft. of the landing Cleric Beast must make a DC 16 Dexterity saving throw. On a failed save a creature takes (7) 2d6 bludgeoning damage and if the creature is size medium or smaller, is knocked prone. On a succesfull save a creature takes half as much damage and is not knocked prone.

 

 

 

Legendary Actions

The Cleric Beast can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. The Cleric Beast regains spent legendary actions at the start of its turn. 

Percieve. The Cleric Beast makes a Wisdom (Perception) check.

Swipe. The Cleric Beast makes a swipe attack.

Leap (Costs 2 Actions). The Cleric Beast Makes a Leap Action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Once members of the Yharnam
clergy, these former church hunters
have transformed into the most hideous
of beasts, for they had access to the most
pure form of the old blood.


In all in the Healing Church’s effort
to find a cure to the beasthood that
is plaguing Yharnam, the Cleric
Beasts serve as testimony to
the Church’s failure.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: monstrosity

Marinarawul

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