Keen Hearing and Smell. Cleric Beast has advantage on Wisdom (Perception) CHecks that rely on hearing or smell.
Legendary Resistance (1/day). If Cleric Beast fails a saving throw he can choose to pass it instead.
Regenerative Boost. (1/short rest) EWhen below half of it's max HP the Cleric Beast can use a bonus action to regenerate 22 (4d8+4) hp and end any poisoned, blinded, or deafened condition that is afflicting it.
Multiattack. The Cleric Beast makes 2 attacks with its claws.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Crush. (Recharge 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 takes 44 (8d10) bludgeoning damage and is knocked prone.
Swipe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
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. Cleric Beast regains spent legendary actions at the start of its turn.
Scream. The Cleric Beast screams all creatures within 30 ft. that can hear it must make a DC 15 Wisdom Saving Throw or be Frightened.
Perceive. Cleric Beast makes a Wisdom (Perception) check with advantage.
Attack (2/round). Cleric Beast makes two melee attacks.
Leap and Smash. Cleric Beast may leap 30 ft. and attack a target with a melee attack if it hits the target must make a DC 16 dexterity saving throw or be knocked prone.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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8/14/2022 7:33:42 AM
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17
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11
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Coming Soon
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