Medium Humanoid (Lizardfolk), Lawful Evil
Armor Class 17 Natural Armor and Shield
Hit Points 90 (10d8 + 45)
Speed 30 ft., Swim 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
14 (+2)
INT
13 (+1)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws INT +4, WIS +7
Senses Passive Perception 19
Languages Common, Draconic, Druidic
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Cunning Artisan. As part of a short rest, Bonk can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plane creature of a size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts. To use this trait, he needs a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

Hold Breath. Bonk can hold his breath for 15 minutes.

Hungry Jaws. In battle, Bonk can throw himself into a vicious feeding frenzy. As a bonus action, he can make a special attack with his bite. if the attack hits, it deals its normal damage and he gains temporary hit points (minimum 1) equal to his Constitution modifier, and he can't use this trait again until he finishes a long or short rest.

Natural Armor. Bonk's tough scales provide him with as much protection as regular armor, thus, he doesn't wear it. His AC is 13 + his Dexterity modifier. He can still use a shield.

Spellcasting. Bonk is a 10th-level Circle of the Moon Druid. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). Bonk has following Druid spells prepared:
Cantrips (at will): Poison Spray, Produce Flame, Shillelagh,  Thorn Whip
1st level (4 slots): Cure Wounds, Entangle, Fog Cloud, Thunder Wave
2nd level (3 slots):  Spike Growth, Pass without Trace
3rd level (3 slots): Sleet Storm, Conjure Animals
4th level (3 slots): Wall of Fire
5th level (2 slots): Mass Cure Wounds

Moon Circle Wildshape. As a bonus action, Bonk can shift into a beast with a challenge rating of 3 or less. Additionally, while transformed, Bonk can use a bonus action to expend a spell slot to regan 1d8 hit points per level of the spell slot expended. Bonk has two transformations between short or long rests.

Primal Strike. While transformed, Bonk's natural weapons count as magical weapons for the purpose of overcoming resistance and immunity to nonmagical attacks.

Elemental Wildshape. Bonk can expend both uses of his Moon Circle Wildshape to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

Fighting Style: Dueling. While Bonk is wielding a melee weapon in one hand and no other weapons, he gains a +2 bonus to damage rolls with that weapon.

Second Wind. Bonk has a limited amount of stamina that he can pull from to heal himself. During his turn, he can use a bonus action to regain hitpoints equal to 1d10 + 2. He can't use this trait again until he finishes a short or long rest.

Action Surge. Bonk can force a rush of adrenaline through his body, briefly pushing himself past his physical limits. During his turn, he can take an additional action on top of his regular action and possible bonus action. He can't use this trait again until he finishes a short or long rest.

Tough. Bonk's max hit points increases by 24 points.

Actions

Shillelagh Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 10 (1d8 + 6) blugeoning damage. 

Thorn Whip. Melee Spell Attack: +8 to hit, reach 30 ft., 1 target. Hit: 7 (2d6) piercing damage. If the attacked creature is size Large or smaller, it is pulled 10 feet closer to Bonk.

Produce Flame. Ranged Spell Attack: +8 to hit, range 30 ft., 1 target. Hit: 13 (2d8 + 4) fire damage.

Reactions

Ring of Shielding. Bonk has a Ring of Shielding with 5 charges on it. He can expend 1 or more charges to cast the Shield spell. The spell increases by 1 level for each charge spent after the first.

Legendary Actions

Bonk has 3 legendary actions he can take between the turns of others. He regains all expended legendary actions at the start of his next turn.

Rend (Costs 1 Action). Bonk makes a melee attack or spell attack.
Shred (Costs 2 Actions). Bonk makes 2 melee attacks.
Call for Backup (Costs 2 Actions). Bonk calls for help, which brings 1d4 lizardfolk and 1d4 - 2 (minimum of 2) kobolds into the fight.

Description

The druid, unlike most, is self-taught for the most part. During his early druidic days, Bonk used his magic to commit all kinds of crimes and prepared his spells for each mission. Despite being sloppy, Bonk was incredibly efficient due to the versatility of his spells. However, during a joint operation, Bonk was sold out by his accomplice. During the escape, the lizardfolk light a street vendor's cart on fire, hoping to distract the guards. While this was very successful, the flames spread far quicker than Bonk originally believed. He was caught in a daze as he watched embers become inferno's. This would result in the thief being surrounded by guards and arrested. Because several important buildings were burned, Bonk was sentenced to 30 years in prison, but got out after 17 because of good behavior.

For a lizardfolk, Bonk is very tall and scrawny, but due to his poor posture, he can blend into a crowd of his kin rather easily. His algae-green scales provide excellent camoflauge while in swampy areas, where he thrives. Despite being a ruthless killer, Bonk is loyal to those who remain loyal to him. He uses sharp wits and quick cunning to out-maneuver those who threaten him or his organization.

Bonk is the very definition of 'no nonsense.' On the outside, he can be described a oddly friendly towards those around him and often donates good deals of money to various orphanages or churches. He, himself, owns several orphanages. However, these buildings are simply fronts for what he is really doing. The orphans, abandoned in one version of the word or another, are 'hired' by Bonk to act as spies in towns and such while collecting coin for their orphanage. However, unlike most crimelords, Bonk pays these children in coin for their service as well as what they need to survive.

He rules his territory with a blood-soaked claw. Criminals that act on his turf without his permission are quickly found and served as dinner to Bonk and the other high ranking members of his organization. When expanding his hand, Bonk quickly hones in on the trampled and bullied folk, promising them revenge in some form, if they pledge loyalty for them. Of course, this is often followed up by a show of strength or intelligence. Enemy organizations quickly find out that, while Bonk's organization's are new in the criminal empires, he is no push over as he has a knack for quickly finding talent and sharpening it like a well forged dagger.

Lair and Lair Actions

 

 

ArgoTheMerc

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