Large Beast
Armor Class 14 Natural Armour
Hit Points 80 (1d8 + 2)
Speed 40 ft.
STR
16 (+3)
DEX
16 (+3)
CON
14 (+2)
INT
8 (-1)
WIS
8 (-1)
CHA
5 (-3)
Damage Vulnerabilities Fire, Slashing
Damage Resistances Bludgeoning, Damage from Spells
Senses Darkvision up to 60ft, Passive Perception 14
Languages Unknown
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name] 
1st level (# slots): [spell name], [spell name] 

Actions

Action Name. Enter the description for your action.

Action Melee Attack. Hammer: +2 to hit, reach 5ft to target. Hit: 1 (1d12 + 3) [bludgeoning] damage 

Action Ranged Attack. Leaping Slam: +1 to hit, range 15/20 ft., # target. Hit: # (1d12 + 2) [bludgeoning] damage.

Scream: +1 to hit. range 20/30ft reach hit:# (1d8+1) [psychic] damage

Special Ability:

Resolve: Upon mustering its strength for one round cleric beast removes its "crippled" status.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Crippled: Upon taking 20 points of damage to one of its legs Cleric Beast becomes crippled making it at disadvantage and is also unable to do ranged attacks. In order to remove its "crippled" status Cleric Beast has to spend 1 round in Resolve

 

Enrage: Upon dropping below 50% HP Cleric Beast becomes enraged giving it +2 to all bludgeoning damage 

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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.

Description

Enter a general description for your monster here.

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.

Skalinridgetooth

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