Bound to a Twisted Angel: The Cleric Beast can cast two spells on its turn instead of one, as long as one is lower than 3rd level.
Legendary Resistances: The Cleric Beast has 3 uses of Legendary Resistance/day.
Spellcasting. The Cleric Beast] is a 20th-level spellcaster. Its spellcasting ability is Intelligence (Save DC 21, +15 to hit with spell attacks). It ignores any spell component requirements for the spells it casts.The Cleric Beast has following Cleric spells prepared:
Cantrips (at will): Sacred Flame, Toll The Dead, Word of Radiance
1st level (at will): Inflict Wounds, Shield of Faith, Cure Wounds
2nd level (at will): Hold Person, Blindness/Deafness
3rd level (at will): Fireball, Lightning Bolt, Dispel Magic, Counterspell, Enemies Abound,
4th level (4 slots): Banishment, Polymorph, Gravity Sinkhole
5th level (4 slots): Contagion, Flame Strike, Geas, Raise Dead, Synaptic Static,
6th level (3 slots): Blade Barrier, Create Undead, Harm, Mental Prison
7th level (3 slots): Divine Word, Fire Storm, Finger of Death, Reverse Gravity
8th level (3 slots): Antimagic Field, Earthquake, Feeblemind, Maddening Darkness, Reality Break
9th level (3 slots): Mass Polymorph, Psychic Scream
Actions: The Cleric Beast makes two spell attacks, (as per Bound to a Twisted Angel) and one melee attack.
Melee Attack. Slam :+15 to hit, reach 20 ft, any two targets targets within 10 feet of each other. Hit: 48 (8d10 + 8) [bludgeoning] damage and the targets are knocked back 10 feet.
Melee Attack. Slice: +15 to hit, Hit: 40 (8d6 + 8) [slashing] damage, and the creature is grappled and restrained.
The Cleric Beast can take 4 legendary actions each round, detailed below.
Spell (Costs 2 Actions). The Cleric Beast can cast a spell of 3rd-level or lower.
Psychic Retaliation (Costs 1 Action). The Cleric Beast fills the mind of a creature that just acted with a the dissonant, mad ravings of Vosh. They must make a DC 20 Wisdom Save or suffer a random effect: Roll 1d6.
- 1-3: They take 4d8 points of Psychic Damage.
- 4: They are blinded until the end of their next turn.
- 5: They are deafened until the end of their next turn.
- 6: They are stunned until the end of their next turn.
Reposition (Costs 1 Action). The Cleric Beast moves 30 feet, in a swirl of writhing tendons and darkness. Attacks of opportunity are made with disadvantage.
Possess (Costs 1 Actions). The Cleric Beast misdirects a target, filling it with madness. The target must make a DC 20 Intelligence saving throw or make a single weapon or spell attack against the nearest creature immediately (other than the Cleric Beast.) This attack is made with disadvantage.
When the Cleric Beast is reduced to under 500 hit points, it enters a void-tainted frenzy, gaining the following features:
REALITY FRACTURES: Whenever a creatures starts its turn or first enters the area within 30 feet of the Cleric Beast, they must make a DC 20 Charisma Saving throw or be shunted 100 feet in a random direction, taking 4d12 force damage in the process.
EXPANDED MUTLIATTACK: The Cleric Beast may cast two spells per turn (as long as one is 3rd-level or lower) and attack twice.
Lair and Lair Actions
IN THE WOODS OF VOSH
Lair Actions
On initiative count 20 (losing initiative ties), the Cleric Beast takes a lair action to cause one of the following effects; the Cleric Beast can’t use the same effect two rounds in a row:
- WARPED TERRAIN: The trees in the area swing like whips at all creatures within range, wrapping them in the twisted vines. Each creature must make a DC 18 DEX save or take 8d8 damage bludgeoning damage and become restrained, taking half as much damage and not being restrained on a successful saving throw. They can break free with a DC 15 Strength (Athletics) check on their turn.
- MIND OF VOSH: Dissonant screams fill the area from thousands of voices at once. Each creature must make a DC 18 INT save or take 2d8 psychic damage and be stunned till the end of their next turn.
- STRENGTH OF THE FALLEN ONE: All creatures make a DC 18 CON save or have their essence sapped by the warped magics surrounding the Cleric Beast. Affected creatures are weakened until the end of their next turn, and the cleric beast heals 10 HP for ever affected creature.