Druager Voss, ‘human’ ranger

Druager blinked for a moment, his free will finally returning after the spellcaster robbed him of it. His eyes flashed for a moment as the scout rolled to his feet, letting out a sibilant hiss. He paused, considering eviscerating the magic user without thought. But there was still another opponent closer to him, and he had a team to worry about.

After a moment’s thought, Druager grunted inwardly, remembering the value of thinning the herd. He elected to deal with the spellcaster first, least he heal or revive someone, or summon a powerful ally. Shrugging off his cloak, the scout revealed two writhing ropes of scaled flesh where his arms would normally be. The left ‘arm’ lashed out, stretching past the adjacent warforged to strike the further one, the sharp claws on the end stabbing in from one side. A matching tentacle from the right followed suit, stabbing from the opposite side in a pincer movement.

As Druager pulled the tentacles back, they stopped short by wrapping around the closer warforged. Once they latched on, two giant, leathery wings unfurled from his back and lifted the scout straight upwards, with his foe in tow.

Sometimes, supporting the team didn’t mean you couldn’t do what you wanted …

Round 3 - Strike the spellcaster with both claws (action, using lion cla s and octopus arms)
Attack 1 - (1d20+8)[10], Damage - (1d6+5)[6]
Attack 2 - (1d20+8)[13], Damage - (1d6+5)[6]

Extra attack: Initiate grapple with adjacent warforged (octopus arms, w/advantage)
Athletics - (1d20+11)[13] or Athletics - (1d20+11)[31]

Fly upwards 20’ (wings, 10’ high distance?)
Effects: Fly 20'; darkvision 60', all morphs are active; Passive Perception: 19 (24 vs sight)

Spoiler: Details
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AC: HP: 30/49 Init +3 Move 30' land / 20' air Prof +3 Passive Per 19 (24 vs sight) Spell DC 14 Spell attack +6
Saves: Str +8 Dex +4 Con +3 Int +1 Wis +3 Cha -1
Skills: Athletics +11, Stealth +4, Nature +4, Medicine +6, Survival +6, Perception +9, Intimidation +3
Tools: Gaming (Dice), Land Nav (Carts), Cartography
Spoiler: Spells
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  1. Ensnaring Strike, Goodberry, Wild Cunning, Speak with Animals, Hex (4/4); Hex, Tasha's Hideous Laughter, Charm Person (1/1 perlong rest)
  2. Pass w/o trace, Misty Step (2/2); Misty Step (1/1 per long rest)
  3. Suggestion (1/1 per long rest)
  4. Confusion (1/1 per long rest)

Magic Items: Belt of Giant Strength (Hill - 21); goggles of night (60' darkvision)
Weapons: Longbow (+4 / 1d8+1 P), Handaxe (+8 / 1d6+5 S), Mace (+8 / 1d6+5 B), Lion Claws (+8 / 1d6+5 S)
Morphs: Eagle eyes (Face: adv on Perception checks based on sight, gain Wis mod to initiative); Tentacles (grapple w/adv, hand weapon/grapple and hand morphs have 10' reach); Fox Tail (cast Tasha's Hideous Laughter, Charm Person, Suggestion, and Confusion spells 1/long rest; can cast Control Fire, Create Bonfire and Dancing Lights cantrips); Cat's feet (stealth w/adv, footsteps make no noise, no damage from falls 20' or less); Lion's claws (1d6S, 1/turn, can strike with each hand with the attack action)