Large Monstrosity, Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 40 ft., Climb 30 ft.
STR
20 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
4 (-3)
WIS
14 (+2)
CHA
6 (-2)
Saving Throws DEX +7, WIS +6
Skills Acrobatics +7, Athletics +9, Perception +6
Damage Vulnerabilities Fire
Damage Resistances Lightning
Senses Darkvision 60 ft., Passive Perception 16
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

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.

Actions

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.

Legendary Actions

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.

Gingr96

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