Gargantuan Monstrosity, Chaotic Evil
Armor Class 18 Natural
Hit Points 370 (20d20 + 160)
Speed 45 ft.
STR
28 (+9)
DEX
20 (+5)
CON
24 (+7)
INT
4 (-3)
WIS
18 (+4)
CHA
4 (-3)
Saving Throws STR +14, CON +12
Damage Vulnerabilities Fire, Thunder
Damage Resistances Force, Psychic; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Acid, Cold, Necrotic
Condition Immunities Charmed, Frightened, Poisoned
Senses Passive Perception 23
Languages --
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Paragon Fury. The Cleric Beast may take one additional turn in each round of combat based on it's hp. This extra turn has -10 initiative compared to its first roll. 
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

Multiattack. The cleric beast makes two attacks with its claws.


Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 20 (3d10 + 4) slashing damage.

Crush (Recharge 5-6). The cleric beast attempts to crush
a medium or smaller sized creature within 5 ft. of it. The
creature must succeed on a DC 19 Dexterity saving throw or
take 44 (10d10) bludgeoning damage and be knocked prone.


Swipe. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 13 (3d6 + 4) slashing damage.


Leap (recharge 4-6). The cleric beast jumps to a point within 40 ft. of itself.
When the cleric beast lands, any creature within 5 ft. of the
cleric beast must make a DC 19 Dexterity saving throw. On a
failed save a creature takes (20) 5d8 bludgeoning damage and if
the creature is size medium or smaller, is knocked prone. On
a successful save a creature takes half as much damage and is
not knocked prone.

Bonus Actions

Frightening Roar. The Cleric Beast unleashes a terrorizing screech, forcing creatures within 60 ft. of it to succeed on a DC15 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.

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.

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 creature’s turn. The cleric
beast regains spent legendary actions at the start of his turn.

Move. The cleric beast moves up to half of its speed without
provoking opportunity attacks.

Swipe. The cleric beast makes a swipe attack.

Leap (2 Actions). The cleric beast uses its leap action.

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.

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