Huge Fiend (Demon), Any Chaotic Alignment
Armor Class 13 Natural Armor
Hit Points 80 (14d12 + 56)
Speed 40 ft.
STR
20 (+5)
DEX
17 (+3)
CON
18 (+4)
INT
5 (-3)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws STR +8, DEX +6
Damage Vulnerabilities Fire, Slashing
Damage Resistances Bludgeoning, Force, Lightning, Necrotic, Poison, Radiant
Condition Immunities Charmed, Frightened
Senses Darkvision, Passive Perception 11
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Paragon Fortitude. The creature has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the creature end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all hit of the point pools are reduced to zero, the creature is killed.
Paragon Fury. The Cleric Beast may take one additional turn in each round of combat for each of its hit point pools that have been reduced to zero. The creature determines initiative normally for its first turn, though it gains advantage on the roll. Each subsequent turn the creature gains is inserted immediately after any one PC’s turn in the initiative order.
Keen Senses. The Cleric Beast has advantage on Wisdom (Perception) checks that rely on smell and sound.
Monstrous Grip. The Cleric Beast has advantage on Strength (Athletics) checks to grapple and escape grapples.
Monstrous Leap. The Cleric Beast can make running jumps standing, has a long jump max distance of 40 feet and a high jump max distance of 20 feet.

Actions

Bite the Bullet. The Cleric Beast takes 5 damage and ends any one condition or effect afflicting it. This damage cannot be reduced in any way. If the condition or effect comes from a spell cast at 3rd level or higher, it must take 10 damage instead. If it is unable to take an action on its turn, it can instead use this ability at the end of its turn, no action required.

Leaping Slam.
 The Cleric Beast jumps to a space within 30 feet and strikes the ground with its fists. Creatures within 5 feet of the space in which the Cleric Beast lands must make a DC13 Dexterity saving throw, taking 17 (3d10) bludgeoning damage and falling prone on a failed save, or half as much damage on a success. Once it uses this ability, it cannot use it again until the end of its next short or long rest.
    Recharge Fortitude: When one Hit Point pool is reduced to 0, greater leap recharges and can be used immediately as a reaction.

Multiattack.
 The Cleric Beast makes 1 swipe and 1 slam attack.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 5) bludgeoning damage, and the target must succeed on a DC13 Strength saving throw or fall prone.

Swipe. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (3d4 + 3) slashing damage.

Crushing Grip.
 The Cleric Beast makes a grapple attempt against a creature within 10 feet of it. On a success, the creature is pulled to a space adjacent to the Cleric Beast, becomes incapacitated for as long as it is grappled, and must make a DC16 Strength saving throw, taking 19 (3d8+5) bludgeoning damage on failed save or half as much on a success. The creature then falls prone and the grapple ends.

Bonus Actions

Frightening Roar. The Cleric Beast unleashes a terrorizing screech, forcing creatures within 60 ft. of it to succeed on a DC13 Wisdom saving throw or else become frightened until the end of the Cleric Beast’s next turn. Once it uses this ability, it cannot do so again until the end of its next short rest.

Reactions

Opportunity Attack. When the Cleric Beast makes an opportunity attack, it must use its swipe attack.

Legendary Actions

Reactive Leap. When the Cleric Beast takes damage with a damage type it is vulnerable to, it jumps up to half its speed away from the source of the damage without triggering opportunity attacks.


Side-swipe. When a creature ends its turn adjacent to the Cleric Beast, it makes a swipe attack against that creature.

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.

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.

Habitat: Forest

mrbolt

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