Athletics: +1
Acrobatics: +1
Sleight of Hand: +8
Stealth: +1
Arcana: -1
History: -1
Investigation: +2
Nature: -1
Religion: -1
Animal Handling: +1
Insight: +1
Medicine: +11
Perception: +1
Survival: +4
Deception: +4
Intimidation: +4
Performance: +4
Persuasion: +4
Common
Halfling
Walk: 25ft.
Sling: 3d4+1 Bludgeoning, 30/120 range, Ammunition.
Darkvision: 20ft.
Treasure Sense.: The Messianic Might can sense, like guided by scent, the location of precious metals and stones, such as coins and gems, within 50 feet of it.
Charge: If The Messianic Might moves at least10 feet straight toward a target and then hits the target with an attack on the same turn,the target takes an extra 3D10+1slashing damage. If the target is a creature, they must succeed on a DC 14 Strength saving throw orbe pushed up to 10 feet away
Charge: If The Messianic Might moves at least10 feet straight toward a target and then hits the target with an attack on the same turn,the target takes an extra 3D10+1slashing 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 17.
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:
Ghostly Apparitions: The Messianic Might summons ghostly apparitions that attack creatures in the lair. Each creature must succeed on a DC 17 Wisdom saving throw or be frightened until the end of its next turn.
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 Messianic Might is difficult terrain. The Messianic Might is immune to this effect.
The Messianic Might has an effect on its domains that may include any of the following magical effects:
Walking Library: Legends about the knowledge and wisdom of The Messianic Might have reached wide and far, attracting pupils to The Messianic Might's location. You may encounter students of this teachings within 1 mile.
Humble Prosperity: At the edge of civilization stands a settlement under The Messianic Might's watch. Orchards are heavy with fruit, fields wave golden, and wildlife ventures close to the village's edge, yet an air of stillness suggests not all is as tranquil as it seems.
If The Messianic Might dies, these effects dissipate during the next 7 days.
I have a weakness for the new intoxicants and other pleasures of this land.
Boats make me seasick.
Power. Solitude and contemplation are paths toward magical power.
I'm under a curse.