Blood Frenzy. Blynken has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Hold Breath. Blynken can hold his breath for 15 minutes.
Action Surge. Once per long rest, Blynken can give himself an extra Action on his turn.
Multiattack. Blynken makes three attacks: two with his claws and one with his bite.
Claws. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Rend the Field (Recharge 5–6). Blynken makes a claw attack against each creature of his choice within 10 feet of him. A creature hit by this attack must succeed on a DC 13 Strength saving throw or be knocked prone.
Second Wind. Once per short rest, Blynken can heal 10(1d10 + 5) hit points.
Description
Originally a lizard born in a swamp of the Feywild, Blynken and his triplet brothers (Wynken and Nod) were awakened by the magic of the Archfey Roach. Under their new leader's guidance, they became the head enforcers of the sinful domain of Lumaria, acting as the muscle whenever visitors (or residents) felt a little too hard done by.
Like his brothers, Blynken is a large lizard humanoid with a strong figure. Favouring athleticism, he is an accomplished fighter with an attitude to match. Out of the trio, Blynken often takes the lead when co-operation is needed, but is otherwise more than capable of getting things done by himself.
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