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). If the Cleric Beast is reduced to below half its hit point maximum, it can use a bonus action to regain 37 (6d10 + 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: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Swipe. Melee Weapon Attack: +9 to hit, reach 15 ft., up to six targets that are adjacent to each other. HIt: 12 (2d6 + 5) slashing damage.
Crush (Recharge 5-6). The Cleric Beast grabs one medium or smaller creature within 5 feet of it. The creature must succeed on a DC 17 Dexterity saving throw or it takes 44 (8d10) bludgeoning damage and is knocked prone.
Leap (Recharge 5-6). The Cleric Beast jumps to a position within 40 feet of itself, without triggering any opportunity attacks. Any creature within 5 feet of the landing Cleric Beast must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 55 (10d10) bludgeoning damage and if the creature is medium or smaller, is knocked prone. On a successful save, a creature only takes half damage and isn't knocked prone.
The Cleric Beast can take two legendary actions, choosing from the options below. Only one legendary 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 its turn.
Claw (Costs 1 Action). The Cleric Beast can make one Claw attack.
Swipe/Leap (Costs 2 Actions). If available, the Cleric Beast can make one Swipe or Leap attack. If neither are available, the Cleric Beast can roll to recharge one or both actions.
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