Keen Smell. The Cleric Beast has an advantage on Wisdom (Perception) checks that rely on smell.
Frenzied Assault. When the Cleric Beast is reduced to half its maximum hit points or fewer, it enters a frenzied state, its attacks becoming more erratic and powerful. While in this state, the Cleric Beast gains the following benefits:
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Increased Speed. The Cleric Beast's speed increases by 10 feet, allowing it to close the distance between itself and its prey more rapidly.
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Frenzied Strikes (Recharge 5-6). Once during its turn, the Cleric Beast can make an additional attack with its claws or bite as part of its Multiattack feature.
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Unyielding Ferocity. The Cleric Beast gains advantage on saving throws against being stunned or frightened. Additionally, it can make saving throws to end stun or fear effects at the start of its turn, even if the effects don't normally allow a saving throw.
Multiattack. The Cleric Beast makes three attacks: two with its claws and one with its bite.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 5) slashing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 5) piercing damage.
Leap. as a bonus action, the Cleric Beast can make a long jump up to 40 feet and a high jump up to 25 feet, with or without a running start.
Reactive Swipe. When a creature makes a melee attack against the Cleric Beast and misses, the Cleric Beast can use its reaction to make a claw attack against that creature. The attack occurs before the attacking creature completes its attack.
Reactive Swipe: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Legendary Resistance: 2/day: If the Cleric Beast fails a saving throw, it can choose to succeed instead.
Bloodcurdling Scream (Recharge 6). The Cleric Beast releases a deafening and bloodcurdling scream in a 30-foot cone. Each creature in that area must make a DC 18 Wisdom saving throw. On a failed save, a creature is frightened for 1 minute and takes 1d8 physic damage. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Additionally, any creature that fails the saving throw by 7 or more is also stunned and takes 2d8 physic damage until the end of its next turn as the sheer terror momentarily overwhelms its senses. Creatures that succeed on the saving throw are immune to the Bloodcurdling Scream of that particular Cleric Beast for the next 24 hours.
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