Credits to Designer: Written and designed by Daniel
„Dungeon Master Tuz“ L.
Keen Hearing and Smell. The cleric beast has advantage 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 the cleric beast is
below half of its maximum hit points, it 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.
Multiattack. The cleric beast makes two attacks with its claws.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage.
Swipe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (1d6 + 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 15 Dexterity saving throw or
take 44 (8d10) bludgeoning damage and be knocked prone.
Leap. 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 15 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 successful save a creature takes half as much damage and is
not knocked prone.
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.
Channel Regeneration (2 Actions). If the cleric beast has
used its regenerative boost since its last rest, it regains one
use of its regenerative boost.
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.
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