Acrobatics +9, Athletics +11, Intimidation +11, Perception +16
Darkvision: The Beast can see normally in darkness with no maximum range.
Keen Hearing and Sight: The Beast has advantage on any Perception checks that require hearing or sight.
Bloodhound: The Beast knows the exact location of any creature with less than half its hit points within 100 feet of him.
Embodiment of Hunger: The Beast's attacks count as magical for the purpose of overcoming resistance to magical damage.
Blood-Covered: The Beast has advantage on any check or saving throw against being grappled or restrained.
Legendary Remains: If Sabayon, Kanchelsis possessed had any remaining uses of Legendary Resistance unused when the Beast emerged, those uses transfer to the Beast.
The Beast can use his action to make three attacks, one of which must be a bite. He can forego any of the other attacks for a grapple check.
Bite: Melee Weapon Attack: +11 to hit, reach 5ft., one target the beast has grappled. Hit: 4d6+5 Piercing damage, plus 2d6 necrotic damage. If a creature is reduced to 0 hit points from this attack, it does not become a vampire, but does die outright, as the Beast rends it to pieces. If he kills a creature in this manner, the Beast regains hit points equal to half the dead creature's current hit point maximum, as if by Gorge.
Claws: Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 3d6+5 Slashing damage. On a hit, the Beast can choose to grapple the target instead of doing damage (escape DC 21).
Blood Frenzy: As a bonus action, the Beast can enter a frenzy until the end of his turn. While frenzied, the Beast has advantage on attack rolls against any creature with less than half its hit points (per its current maximum), and targets those creatures over any others within his movement. If the Beast kills a humanoid while frenzied, he must use his next legendary action to Gorge.
Loper: The Beast can dash as a bonus action.
Patron's Favor: As a reaction when the Beast takes damage, he can reduce the damage he takes to 0 and Sabayon takes the full amount of damage instead.
The Beast can take 3 legendary actions, chosen from the options below. Only one legendary action can be taken at a time and only at the end of another creature's turn. The Beast regains spent legendary actions at the start of his turn.
Man's Got Hands: The Beast can make one Claw attack.
Om Nom Nom (costs 2 actions): The Beast can Bite any creature he has grappled.
Gorge (costs 3 actions): The Beast feeds on the body of a humanoid who died within the last minute. When he does so, he regains hit points equal to half the creature's hit point maximum. He can do this twice per body; after the second use, the body loses a vital part of itself.
As Sabayon's blood sprays across the floor to join the surrounding viscera, he stops moving, face twisted in terror and pain. On his next turn he doubles over, incapacitated, as the blood that drips from him pours forth in a deluge. In moments, he is drained of crimson ichor that coalesces into a being of raw flesh and white bone, shining in the dim light of the room.
The beast looks down at you with fresh, bloodsoaked fur, sharp fangs set in a snarling maw, and bright red eyes that burn with angry hungrily.
Sabayon's wounds no longer bleed. He looks up at you, focusing on your own wounds, and licks his dry and starving lips.
The flesh that forms the room pulses with a heartbeat neither are alive enough to form.
Ravenous hunger taken form, the Beast is the half of Kanchelsis that embodies the vampire's unending thirst for blood. Resembling a hairy hybrid of man and beast, he attacks visciously with one singular goal: to feed.
Lair of the Beast