Medium Humanoid (Any Race), Any Chaotic Alignment
Armor Class 16
Hit Points 126 (14d8 + 56)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
9 (-1)
WIS
12 (+1)
CHA
9 (-1)
Saving Throws STR +7, CON +7
Skills Athletics +7, Intimidation +2, Perception +4, Survival +4
Senses Passive Perception 14
Languages Any one language (usually Common)
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Reckless. At the start of its turn, the Berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Fearless. The Berserker has advantage on saving throws made to avoid becoming Frightened.

Actions

Multiattack. The Berserker makes two attacks.

Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) Slashing damage.

Unarmed Strike. Melee Attack: +7 to hit, reach 5ft., one target. Hit: 8 (1d6+4) Bludgeoning damage. On hit, the target, if it is a creature, must make a DC 12 Constitution saving throw. On a failed save, the creature has disadvantage on their next attack roll made until the end of their next turn.

Description

Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict wherever they can find it.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillMountain

G80GZT

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