Medium Humanoid (Water Genasi), Neutral
AC 17 (18 in the moonlight)    Initiative +3 (13)
HP 80 (10d8 + 30)
Speed 30 ft., Swim 30 ft., Fly 20 ft.
Mod Save
STR 9 −1 −1
DEX 16 +3 +3
CON 16 +3 +3
Mod Save
INT 13 +1 +5
WIS 20 +5 +9
CHA 16 +3 +3
Skills Acrobatics +7, Medicine +9, Nature +10, Perception +9
Resistances Acid
Gear Moonbeam Chain Mail, Quarterstaff
Senses Passive Perception 19
Languages Common, Druidic, Primordial
CR 10 (XP 5,900; PB +4)
Traits

Wild Resurgence: Regain Spell Slot (No Action). Once per Long Rest, you can expend one use of Wild Shape to give yourself a level 1 spell slot.

Wild Resurgence: Regain Wild Shape (No Action). Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot.

Wild Companion. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast Find Familiar without Material components. When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.

Twinkling Constellations. The constellations of your Starry Form improve, and at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.
 

Spellcasting. The druid is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). they have the following druid spells prepared:

Cantrips (at will): druidcraft, frostbite, guidance, gustmendingshape watershillelagh

1st level (4 slots): cure wounds, find familiar, goodberryguiding bolt, protection from evil and good, purify food and drink, speak with animals, thunderwave

2nd level (3 slots): healing spirit

3rd level (3 slots): aura of vitalitydispel magic, revivifytidal wave

4th level (3 slots): polymorph

5th level (2 slots): conjure elementalcontrol winds, greater restorationmass cure wounds

Actions
Battle Medic. As a Utilize action, you can expend one use of a Healer's Kit to tend to a creature within 5 feet of yourself. That creature can expend one of its HP Dice, and you then roll that die. The creature regains a number of HP equal to the roll +4.
Enhanced Unarmed Strike. When you hit with your Unarmed Strike and deal damage, you can deal 1d4+3 Bludgeoning damage instead of the normal damage of an Unarmed Strike.
Shillelagh. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (1d10 + 10) force or bludgeoning damage (your choice).
Frostbite. ranged spell attack: DC17 Con save, range 60 ft., one target.  On a failed save, the target takes 2d6+5 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. 
 
 
Bonus Actions

Wild Shape. (4/long rest) You shape-shift into a Beast form that you have learned for this feature. You stay in that form for 5 hours or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.

Rules While Shape-Shifted. The following rules apply while you’re shape-shifted:

• You retain your personality, memories, and ability to speak.

• When you assume a Wild Shape form, you gain 10 Temporary HP.

• Your game statistics are replaced by the Beast’s stat block, but you retain your creature type; HP; HP Dice; Int., Wis., and Cha. scores; class features; languages; and feats.

• You retain your skill and saving throws and use your Proficiency Bonus for them, and gain any proficiencies of the creature. If the Beast’s stat block has a higher skill or saving throw modifier, use the one in the stat block.

• You can’t cast spells, but shape-shifting doesn’t break your Concentration.

• Your ability to handle objects is handled by the form’s limbs rather than your own. You can also choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it’s practical for the new form to wear the equipment. Additionally, your equipment doesn’t change size, and any equipment that the new form can’t wear must fall to the ground or merge into the form. Any equipment that merges with the form has no effect while you’re in that form.

Assume Starry Form. You can expend a use of Wild Shape to take on a starry form rather than shape-shifting. While in your starry form, your body becomes luminous and sheds Bright Light in a 10-ft. radius and Dim Light for an additional 10 ft. The form lasts for 10 minutes and ends early if you dismiss it (no action required), have the Incapacitated condition, or use this feature again. When you assume your starry form, you can choose a constellation to glimmer on your body.

Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form.

Archer. A constellation of an archer appears on you. When you activate this form and as a Bonus Action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of yourself. On a hit, the attack deals Radiant damage equal to 1d8 +5.

Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores Hit Points to a creature, you or another creature within 30 feet of you can regain Hit Points equal to 1d8 +5.

Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain Concentration, you can treat a roll of 9 or lower on the d20 as a 10.

Reactions
Cosmic Omen - Weal. Whenever a creature you can see within 30 ft. of you is about to make a d20 test, you can take a Reaction to roll 1d6 and add the result to the total. You can use this Reaction 5 times per Long Rest.

Description

Battle Medic. If you have a Healer’s Kit, you can expend one use of it and tend to a creature within 5 feet of yourself as a Utilize action. That creature can expend one of its Hit Point Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.

Healing Rerolls. Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat’s Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.

Amphibious. You can breathe air and water.
Call to the Wave. You know the shape water cantrip. You can cast create or destroy water (2nd) once per long rest. CON is your spellcasting ability.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdark

kramer826

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