Keen Hearing and Smell: The Cleric Beast has advantageon Wisdom(Perception) checks that rely on hearing and smell
Legendary Resistance(1/day): If the Cleric Beast fails a saving throw, it can choose to suceed instead.
Regenaration Boost(1/short rest): When below half max health, the Cleric Beast can recover 22(4d8+4) hp as a bonus action, and end any poisoned, blinded, or deafened condition affecting it.
Multiattack: The Cleric Beast makes 2 claw attacks.
Claw: Melee weapon attack +7 hit, reach 5ft, 1 target. Hit: 13(2d8+4) slash damage.
Crush (recharge 5-6): The Cleric Beast grabs a medium or smaller creature within a 5 ft radius. The creature must suceed on a DC 15 dex save or take 44(8d10) bludgeoning damage and be knocked prone.
Swipe: Melee weapon attack +7 hit, reach 5 ft, 1 target. Hit: 7(1d6+4) slash damage. Jump 10 ft in the opposite direction.
Leap: The Cleric Beast jumps to a position within 40 ft of itself. Any creature within a 5ft radius of the landing spot must make a DC 16 dexterity save. On fail, the target takes 2d6 bludgeoning damage and is knocked prone. If succesful, the damage is halved and the target is not knocked prone.
The Cleric Beast can take 2 legenadary actions, choosing ffrom the options below. Only one action can used at a time and only at the end of another creature's turn. It reagins spent actions at the start of it's turn
Leap (Costs 2 Actions). Makes a Leap action.
Percieve: Makes a Wis ( Preception ) check.
Swipe: Makes a Swipe attack.
Description
Once a noble and respected clergyman, this former acolyte delved himself in the pursuit of raw physical strength, which made him procure the Beast Serum. Of course, as the serum transforms people based on thir personalities, this man was transformed into a mad beast with no rational though, as any man with false beliefs.
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