Huge Beast, Unaligned
AC 18    Initiative +5 (15)
HP 367 (21d20 + 147)
Speed 40 ft., Climb 40 ft.
Mod Save
STR 25 +7 +7
DEX 20 +5 +5
CON 18 +4 +4
Mod Save
INT 10 +0 +0
WIS 12 +1 +1
CHA 10 +0 +0
Skills Athletics +9, Perception +4, Survival +4
Immunities Poison, Radiant; Blinded, Charmed, Deafened, Frightened, Grappled, Poisoned, Prone
Senses Blindsight 120 ft; Passive Perception 18
Languages Common, Druidic
CR 9 (XP 5,000; PB +4)
Traits

Legendary Resistance (3/Day). If Beast Hybrid fails a saving throw, it can choose to succeed instead.

Evasion. If the Beast Hybrid is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Beast Hybrid instead takes no damage if it succeeds on the save and only half damage if it fails. It can’t use this trait if it has the Incapacitated condition.

Radiation. Dim, greenish light spreads within a 5-foot-radius sphere centered on Beast Hybrid. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution 15 saving throw or take Character Level d4 Poison damage and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

Level 1 (1d4)

Level 2 (2d4)

Level 3 (3d4) 

Level 4 (4d4) 

Level 5 (5d4) 

Level 6 (6d4)

Actions

Multiattack. Beast Hybrid can use Call of the Wild and makes three Rend attacks one can be replaced by an Enraged Throw.

Rend. Melee Attack Roll: +13, reach 10 ft. Hit: 22 (3d10 + 6) Bludgeoning damage.

Enranged Throw.  Beast Hybrid hurls a Grappled creature or a boulder at a point it can see within 90 feet. Dexterity Saving Throw: DC 18, each creature in a 10-foot-radius Sphere centered on that point. Failure: 31 (7d8) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition. Success: Half damage only. Thrown Grappled creature takes full damage.

Call of the Wild.(1/Day)  With a howl Beast Hybrid summons up to 3 Mutated Beasts all with the Radiation effect.

Bonus Actions

Unnatural Leap. The Beast Hybrid jumps up to 60 feet by spending 20 feet of movement and can grab a creature. Dexterity Saving Throw. DC 18 Failure. Creature isGrappled.  At end of creatures turn Strength Saving Throw. DC 17 to end Grappled

Legendary Actions

Legendary Action Uses. 3 (4 in Lair).

Attack. Beast Hybrid makes one Rend or Enraged Throw Attack.

Jump. (Costs 2 Actions) Beast Hybrid performs Unnatural Leap 

Lair and Lair Actions

Unnatural Fear. Every turn on Initiative count 20, all players must make a Wisdom saving throw. On a failure, they become Frightened for one turn. The DC for this effect decreases as the shrines are destroyed.

Shrine of the Beast. Beasts have Advantage on attack rolls against players.

Habitat: Forest

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