Athletics: +0
Acrobatics: +4
Sleight of Hand: +1
Stealth: +1
Arcana: +1
History: +1
Investigation: +1
Nature: +1
Religion: +3
Animal Handling: +5
Insight: +2
Medicine: +2
Perception: +2
Survival: +3
Deception: +4
Intimidation: +4
Performance: +4
Persuasion: +8
Beastly Speech
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: 50ft.
Hold Breath: The Zodiacal Pilgrim can hold its breath for 30 minutes.
Claws: 2d4 Slashing.
Illumination: The Zodiacal Pilgrim sheds bright light in a 30-foot radius and dim light for an additional 10 ft.
Color Change: The Zodiacal Pilgrim can change the color of its skin to communicate or as a response to its environment.
Grappler: On a hit on a melee attack, The Zodiacal Pilgrim 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.
Constrict: Until the grapple ends, the creature is restrained. The Zodiacal Pilgrim can't constrict another creature.
Charge: If The Zodiacal Pilgrim moves at least25 feet straight toward a target and then hits the target with an attack on the same turn,the target takes an extra 2D10+0piercing damage. If the target is a creature, they must succeed on a DC 14 Strength saving throw orbe knocked prone
Unless otherwise noted, any lair action that demands a saving throw uses the spellsave DC 15.
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:
Call Lightning: The Zodiacal Pilgrim calls down a bolt of lightning at a point it can see within 60 feet. Each creature within 5 feet must succeed on a DC 15 Dexterity saving throw or take 12 (3D8) lightning damage.
Mental Manipulation: The Zodiacal Pilgrim attempts to dominate one creature it can see within its lair. The target must succeed on a DC 13 Wisdom saving throw or be charmed by the The Zodiacal Pilgrim until initiative count 20 on the next round.
Ghostly Apparitions: The Zodiacal Pilgrim summons ghostly apparitions that attack creatures in the lair. Each creature must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn.
The Zodiacal Pilgrim has an effect on its domains that may include any of the following magical effects:
Beast Guardians: The beasts of The Zodiacal Pilgrim's domain instinctively rally to its defense, drawn by an unshakable nexus with the Beastfolk. Beasts (appropiate to The Zodiacal Pilgrim) with an Intelligence score of 2 or lower will aggressively defend the territory from intruders, acting as loyal protectors.
If The Zodiacal Pilgrim dies, these effects dissipate during the next 9 days.
I eat like a pig and have bad manners.
If you do me an injury, I will crush you, ruin your name, and salt your fields.
Sincerity. There's no good in pretending to be something I'm not.
I am connected to the spirits of my kind. They carry a purpose for me that I shall carry on my shoulders.