Blood Frenzy. Wynken has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Hold Breath. Wynken can hold his breath for 15 minutes.
Reckless Attack. Wynken can give himself advantage on his attacks during his turn, but attacks against him will also be at advantage until the start of his next turn.
Multiattack. Wynken makes two attacks: one with his claws and one with his bite.
Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (3d8 + 6) slashing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (2d10 + 6) piercing damage.
Rend the Field (Recharge 5–6). Wynken 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 16 Strength saving throw or be knocked prone.
Description
Originally a lizard born in a swamp of the Feywild, Blynken and his triplet brothers (Blynken 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, Wynken is a large lizard humanoid with a strong figure. Easily the most bullheaded brother, he is prone to fits of violent anger, and prefers to settle conflict by pummeling whoever is involved. With no real skill in diplomacy, Wynken is called on when the only task required is "smash".







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