Gen Legend



Xeniosas Xenisazus

The Monster Of The Pharaoh

Beastfolk: Skinwalker

Commoner

True Neutral
Medium size
He
⚜️

Lvl: 6

💚

HP: 33

🛡️

AC: 13

🔆

Proficiency Bonus:
+3

🦾

STR: 11 +0

🥢

DEX: 5 -3

🫀

CON: 16 +3

🧩

INT: 14 +2

🦉

WIS: 15 +2

🎭

CHA: 17 +3

⭐️
Skills:

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

Passive Perception:

15
🎲
Saving Throws:

STR: +1
DEX: -3
CON: +3
INT: +4
WIS: +2
CHA: +3

📜

Languages:

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.

🦿

Movement

Walk: 80ft.

⚔️

Combat Actions

To hit: +3

Sling: 1d4-3 Bludgeoning, 30/120 range, Ammunition.

Special Attack:

1 charge per day. Recharges at dawn.
Force Sling: 2d4-3 Force, 30/120 range, Ammunition.

🔮

SPELLCASTING: CHA

Spell Save DC: 14

To hit: +6

Cantrips:
Thaumaturgy:
Transmutation(Action)⟨Up to 1 minute⟩-30 feet

You manifest minor wonders—booming your voice, causing flames to flicker, doors to slam, or the ground to tremble briefly.


Natural Spells:
1 use per day each:
Fog Cloud :
Conjuration(Action)⟨Concentration⟨1 hour⟩-120 feet


You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.


Using a Higher-Level Spell Slot. The fog's radius increases by 20 feet for each spell slot level above 1.

Speak with Animals:
Divination(Action or Ritual)⟨10 minutes⟩-Self


For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.


Most Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.

Sanctuary

👁️

Senses

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.


🛟

Resistances

Immunities:

None

Resistances:

cold
psychic


Vulnerabilities:

necrotic


Protections:

Regeneration: The Monster Of The Pharaoh regains 6 hit points at the start of its turn if it has at least 1 hit point.If The Monster Of The Pharaoh takes Slashing damage, this trait doesn't function at the start of its next turn.The Monster Of The Pharaoh dies only if it starts its turn with 0 hit points and doesn't regenerate.

🥊

Martial Habilities


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.

👑

Legendary

Legendary Actions

The Monster Of The Pharaoh gains 1 legendary action charge at the end of their turn. Charges can be spent when using a Legendary Action, choosing from the options below.
Only one legendary action can be used at a time, and only at the end of another creature's turn.
Healing Touch: The Monster Of The Pharaoh touches another creature, healing it for 2D4 of hit points.

🏰

Lair

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.

🌋

Region

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.

🏵️

Traits


Dishonorable
I fear making a mistake.

🏛️

Ideal

Determination. I’ll stop the spirits that haunt me or die trying.

🪝

Plot Hook

I want to get rich

📖

My Story