Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, poison spray, shillelagh
1st level (4 slots): entangle, faerie fire, cure wounds, thunderwave
2nd level (3 slots): flaming sphere, barkskin
Wand of entangle. The wand has 7 charges. While holding it you can use an action to expend one of its charges to cast the entangle spell(save DC 13)from it. If you expend the wands last charge, roll a d20 {"diceNotation":"1d20"}. On a one the wand crumbles into ashes and is destroyed.
Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh.
Spore Grenade. +3 to hit reach 5ft: Belak through a frag grenade infused with magic mushroom. The grenade does 2d4 necrotic damage in a 10 ft sphere around the point Belak chose. Creatures in the radius must also make a Constitution saving throw against Belak’s spell save dc or gain the poisoned condition and become infested and take 2d4 damage at the start of each of their turns. After taking the damage at the start of their turns the creature will then make a constitution save against Belak’s spell save dc. Creatures in a 10 ft radius around the first circle must make a Dexterity saving throw against Belak’s spell save dc or take 2d4 necrotic damage.
Injector pistol. +3 to hit reach 5ft(recharge long rest):Belak makes a melee attack against one target dealing 1d8 piercing damage and applying one of 2 modes which he can only use one of per battle. If the creature is immune to piercing damage the effect is not applied :
1.: Monstrous infusion. Belak targets a creature that is friendly to him with a ville green liquid which transforms them into a monstrous creature.Creatures immune to the poisoned condition or poison damage aren't affected by this effect. The creature is friendly to Belak and he can take a bonus action to order the creature. If Belak does not give the creature orders it attacks the nearest creature except Belak and can use its movement to achieve this.The creature becomes a monstrosity if it wasn’t already. The creature grows by one size and its speed is reduced by 10ft. Its HP becomes 100 if it wasn't already higher.and its AC becomes 16 if it wasn't already higher. Its Strength Constitution, and Dexterity become 20 but all of its other stats become 3. It also gains siege monster. It loses all equipment proficiency that it had and the transformation destroys all armour the creature was wearing and it drops all weapons it is holding. One of Its arms becomes a tentacle and one grows spikes on the end. The tentacle +5 reach 10ft and deals1d6+5 bludgeoning damage and grapples the target. The spiked fist does +5 5ft reach 1d6+5 bludgeoning damage and 1d8+5 piercing. The target must then make a DC 13 constitution saving throw or take 2d4 poison damage. The damage scales at +1d6 per 2 CR of the creature transformed. This starts at CR 3 plus.
2.Debilitating infusion: Belak targets a hostile creature and infuses them with a blue liquid. The creature must then make a dc 16 constitution saving throw or gain the poisoned and the effect of the slow spell. After receiving the effect the creature's speed is reduced by 10 ft per turn. zIf a creature's speed reaches 0 ft it loses the slow condition but becomes restrained and falls prone. Creatures immune to the[ condition]poisoned[/condition] condition or poison damage are immune to this effect.The creature also produces an emanating cloud in a 10 ft radius centred on the effected creature. Creatures in the area must make a dc 16 constitution saving through or take 2d4 necrotic damage. The creature producing the cloud is immune to this effect.
Description
Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.