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.
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.
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