Athletics: +2
Acrobatics: -1
Sleight of Hand: -3
Stealth: -3
Arcana: +5
History: +2
Investigation: +2
Nature: +2
Religion: +5
Animal Handling: +2
Insight: +2
Medicine: +2
Perception: +5
Survival: +5
Deception: +7
Intimidation: +3
Performance: +5
Persuasion: +3
Common
Beastly Speech
Dwarvish
Sylvan
Beast Telepathy: The Beastfolk can magically command any animal it shares an affinity to within 120 feet of it, using a limited telepathy.
Walk: 80ft.
Sling: 1d4-3 Bludgeoning, 30/120 range, Ammunition.
Darkvision: 60ft.
Hold Breath: The Monster Of The Pharaoh can hold its breath for 5 minutes.
Blind Fighting: The Monster Of The Pharaoh doesn’t need to see a creature to target it with an attack, provided the creature isn't hidden from the Beastfolk.
Charge: If The Monster Of The Pharaoh moves at least40 feet straight toward a target and then hits the target with an attack on the same turn,the target takes an extra 2D4+0bludgeoning damage. If the target is a creature, they must succeed on a DC 14 Strength saving throw orbe knocked prone
Grappler: On a hit on a melee attack, The Monster Of The Pharaoh can choose to do no damage to grapple a creature up to its size. The target is then grappled, with DC 11 to scape the grapple.
Smother: Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and The Monster Of The Pharaoh can't smother another target. In addition, at the start of each of the target's turns, the target takes 6 (2d6 + 0) bludgeoning damage.
Unless otherwise noted, any lair action that demands a saving throw uses the spellsave DC 14.
On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:
Grasping Plants: The lair causes roots and vines to temporarily grow. until initiative count 20 on the next round, the ground within 20 feet of The Monster Of The Pharaoh is difficult terrain. The Monster Of The Pharaoh is immune to this effect.
The Monster Of The Pharaoh has an effect on its domains that may include any of the following magical effects:
Beast Guardians: The beasts of The Monster Of The Pharaoh's domain instinctively rally to its defense, drawn by an unshakable nexus with the Beastfolk. Beasts (appropiate to The Monster Of The Pharaoh) with an Intelligence score of 2 or lower will aggressively defend the territory from intruders, acting as loyal protectors.
If The Monster Of The Pharaoh dies, these effects dissipate during the next 5 days.
Dishonorable
I fear making a mistake.
Determination. I’ll stop the spirits that haunt me or die trying.
I want to get rich