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T
he Cleric Beast is a twisted monstrosity born When its 1st hit point pool is reduced to 0, its leaping slam
from the fears of man and the beastly nature recharges, which it will use to punish the creature who last
within them. Its howls strike fear into the damaged it, assuming it can reach.
hearts of men, and its terrible grip crushes the
life from their blood. When the unending night Strengths and Weaknesses
falls and the hunt begins, the Cleric Beast will The creature's huge size and lack of armor makes it rather
emerge from the darkened hearts of men. easy to hit. More significantly, it's vulnerability to fire and
These wretched creatures were once members of a long- slashing damage makes it surprisingly easy prey. It makes up
forgotten clergy who had discovered the power of an ancient for these weaknesses with its incredible strength, mobility,
blood. They consumed the blood to gain strength and drive and ferocity when weakened.
away their fears, but in doing so drew themselves into the Obviously slashing and fire attacks are the most effective,
temptations of beasthood. It is said that humanity shackles the but abilities that reduce its movement speed will also be
beastly nature, but the stronger the shackle, the greater the helpful, as most of its mobility abilities derive from it.
recoil is when the shackle is finally broken. Thus clerics made It's crushing grip is somewhat difficult to land, as while it
the largest and most twisted beasts. Though the church has has advantage on grapple checks it does not add its
long disappeared into the annals of history, the old blood proficiency bonus to them, but it deals the most damage and
remains in the memories of those who desire power or fear it's the only ability that adds its proficiency bonus to the saving
fear. For as long as mankind persists, the beast is not far throw DC, so squishy targets with low Strength or Dexterity
behind. should beware.
Cleric Beast Tactics The minimum level of a 4 PC party should be 5, but that
comes with a very high risk warning. The defensive CR of this
The Cleric Beast is bestially instinctual in its approach and creature is around 5, and its 1st stage offensive CR is ~7, but
strategy. It crushes those beneath it, fears what hurts it, and its 2nd stage offensive CR is 12! If you want to reduce its
when backed into a corner becomes more ferocious. It used to offensive power, consider changing its 1st hit point pool from
be a human cleric; only a spell of 7th level or higher has any 77 to 102 and its 2nd hit point pool from 77 to 52.
hope of returning it to any semblance of its former self.
The Cleric Beast likes to start by using its leaping slam to
punish as many prey as possible, and then let loose its
frightening roar to rattle them. It then proceeds to alternate
between multiattack and crushing grip on its turns. Sudden
Leap keeps it from being boxed in, and side-swipe punishes
those who stay too near. However, if no one is willing to grab
the beast's attention, then that frees the beast up to target
whoever it wishes, making it more likely for squishier targets
to be targeted. With a 5 Intelligence, the beast's mind has
degraded only to nearly that of a true beast's, so it is still
capable of recognizing when a hostile prey is going
unpunished.
Never forget that the beast's huge size allows it to move
through the spaces of hostile creatures size Medium and
lower. When it uses its leaping slam, it can land atop
creatures before ending its turn in an empty space. When it
multiattacks, have it leave a trail of destruction all the way to
the back line. Having fallen to beasthood, it pays little
attention to its prey's opportunity attacks.
The Cleric Beast is vulnerable to fire and slashing damage.
When it takes damage of these types, it instinctively retreats
using reactive leap. Creatures who deal these types of
damage it will prioritize in crushing.
The Cleric Beast has the Paragon Fortitude and Paragon
Fury features, which means it has multiple pools of hit points,
and when the 1st hit point pool is reduced to 0, it gains an
additional turn in the initiative order.
Art Credit: Bloodborne Official Art
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.