Medium Humanoid, Neutral Good
Armor Class 19
Hit Points 550 (550d4)
Speed
STR
20 (+5)
DEX
20 (+5)
CON
12 (+1)
INT
11 (+0)
WIS
20 (+5)
CHA
8 (-1)
Saving Throws CHA +5
Condition Immunities Charmed
Senses Passive Perception 21
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits
Wild Shape[8th] Max CR 1PHB, pg. 66

As an action, you can magically assume the shape of a beast that you have seen before twice per short rest.

You can stay in beast shape for 10 hours before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hit points, or die).

Wild Shape: 1 Action
ArchdruidPHB, pg. 67

You can use your Wild Shape an unlimited number of times and can ignore V, S, and M (with no cost and aren't consumed) components when casting in normal or wild shape forms.

Tavern Brawler PHB, pg. 170

You are proficient with improvised weapons. Your unarmed strike uses a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

 
War CasterPHB, pg. 170

You have advantage on CON saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. You can use your reaction to make an opportunity attack to cast a spell that has a casting time of 1 action and targets only that creature.

ChefTCoE, pg. 79

You gain a bonus to either Constitution or Wisdom, proficiency with cook’s utensils, and can prepare food that allows creatures to regain additional hit points when taking a short rest as well as gain temporary hit points after a long rest.

Nature’s Sanctuary PHB, pg. 69

When a beast or plant creature attacks you, it must make a WIS saving throw (DC 20). On failure, it must choose a different target, or the attack automatically misses. On success, the creature is immune to this effect for 24 hours.

Defensive Duelist

You can use your reaction to add 6 to your AC for that attack.

Mage Slayer Attack

When a creature within 5 ft. of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.

Spellcasting.  Its spellcasting ability is 6 (spell save DC 20, +12 to hit with spell attacks). 
Cantrips (at will): Dancing Lights, Druidcraft, Eldritch Blast, Gust, Mage Hand, Mending, Resistance
1st level (4 slots): Animal Friendship, Comprehend Languages, Healing Word, Hex, Illusory Script, Speak with Animals, Unseen Servant

2nd level (3 slots): Animal Messenger, Barkskin, Locate Animals or Plants, Spider Climb

3rd level (3 slots): Call Lightning, Conjur Animals, Dispel Magic, Plant Growth, Speak with Plants, Water Breathing, Water Walk

4th level (3 slots): Conjur Woodland Beings, Control Water, Divination, Dominate Beast, Freedom of Movement, Guardian of Nature, Polymorph

5th level (3 slots): Awaken, Commune with Nature, Greater Restoration, Mass Cure Wounds, Tree Stride 

6th level (2 slots): Heroes Feast, Transportation via Plants 

7th level (2 slots): Plane Shift, Reverse Gravity

8th level (1 slot): Tsunami

9th level (1 slot): Shapechange

Actions
Extra Attack (Special)

You can attack four times whenever you take the Attack action on your turn.

Great Weapon Master Attack

On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 HP with one, you can make one melee weapon attack as a bonus action.

Thigh Bone 1d6+7

While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Sunlight Blade 1d8+9(1d10+7) 

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

Baramas

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