Advanced Evolution. When the Beast takes the evolve action, it can choose from the following effects:
- Rampage. The beast can make an additional attack on its turn up until 6 attacks.
- Frenzy. The beast deals an additional die of damage on its claw attack up to a total of 5d8. Once the attack damage equals 3d8, the creature must succeed on a DC 16 Strength save or be pushed back through the air 15 ft. If a creature hits a wall, they take an additional 4 (1d8) bludgeoning damage. On a success a creature is not pushed.
- Regenerate. The beast regains 25 hit points.
- Predator. The beast gains +10 ft of movement speed up to a total of 60 ft.
- Adaptability. The beast gains advantage in a saving throw of its choice.
- Bellow. The beast gains the Ferocious Roar ability.
Prestige Evolution. The beast can only choose these abilities once every three turns:
- Plasma Breath. The beast gains the Plasma Breath ability.
- Serrated Claws. The beasts’ claws deal an additional 3 (1d6) damage at the start of the damaged creatures turn until they make a DC 10 Medicine check as an action to stop the bleeding or if the regain any hit points.
- Primal Beast. The beast grows to the gargantuan size. It regains 50 hit points and its AC becomes 20. The beast now gains the swallow action.
Multiattack. The beast makes one claw attack and one bite or ferocious roar attack. At the end of the beats turn, it takes the evolve action.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 10 (1d8 + 6) slashing damage.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 12 (2d6 + 6) piercing damage.
Swallow. When the beast makes a successful bit attack, the beast can use an additional attack to swallow the creature. The creature must succeed on a DC 16 Strength saving throw or be swallowed by the monster. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the swallowing beast, and it takes 14 (4d6) acid damage at the start of each of the beast's turns. The beast can have only one creature swallowed at a time. If the beast dies, a swallowed creature is no longer restrained and can escape from the corpse using 15 feet of movement, exiting prone. If the beast takes a total of 40 damage the swallowed creature can use 30 ft of its movement speed to escape.
Evolve. The beast evolves. The beast can choose two different advanced evolution traits.
Ferocious Roar. Creatures who can hear the beast must make a DC 16 Constitution saving throw or take 15 (3d10) Thunder damage or half as much on a success. Glass and other fragile materials within 60 ft of the beast are shattered.
Plasma Breath (Recharge 5-6). The beast unleashes a deadly torrent of energy from its mouth in a 120 ft line that is 15 ft wide. Creatures in the area must succeed on a DC 16 Dexterity saving throw or take 56 (16d6) Lightning damage and be stunned until the end of their next turn. On a success a creature takes half damage and is not stunned.
The Ascendant Beast can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The creature regains spent legendary actions at the start of its turn.
Charge. The beast moves up to half its movement speed without provoking opportunity attacks.
Summon Spawn (1-3). The Beast summons two ascendant spiders per action spent. The spiders spawn out of the ground within 120 ft of the beast and take theirs turns immediately after the beast.
Leap (1 action). The beast jumps to a location within 15 ft of it. Creatures within 10 ft of the landing spot must succeed on a DC 16 Dexterity saving throw or be knocked prone.
Evolve (2 actions). The beast chooses one advanced evolution trait.
Radioactive Cloud (3 actions). A radioactive cloud seeps out of the beast. Creatures within 30 ft of the beast must succeed on a DC 16 Constitution saving throw or take 26 (4d12) radiation damage and become poisoned for one minute. A creature can repeat the saving throw at the end of their turn to end the effect. On a success a creature takes half damage but is still poisoned. Radiation is poison damage but ignores resistances to poison damage and treats immunities as resistances.
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