Medium Aberration, Chaotic Evil
Armor Class 15 Natural armor
Hit Points 50 (8d8 + 16)
Speed 40 ft., Climb 30 ft.
STR
17 (+3)
DEX
16 (+3)
CON
14 (+2)
INT
10 (+0)
WIS
8 (-1)
CHA
6 (-2)
Saving Throws DEX +5
Skills Stealth +5
Condition Immunities Charmed
Senses Darkvision 60ft, Passive Perception 8
Languages An unidentifiable mumbling and gibbering.
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Manic Fury. It can forgo any bonus actions and reactions to make four attacks on its turn.

Broken Mind.  These creatures are immune to mind affecting spells (Illusions, charms, etc.)

Actions

Melee Attack. It can make two melee attacks on its turn. Four if it uses Manic Fury ability.

Action Melee Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 3) slashing damage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Grayish skinned, wild eyed and vaguely humanoid in form, the Berserk's origins are unknown. It has slightly elongated arms that end in hands that have sharp claws for fingers. It may have found its way through a planar rift from the Shadowfell or perhaps from the Abyss.  Most scholars believe that these creatures were either dreamed into existence by a Beholder but the majority think they found their way here from the Far Realm. They seem to have a language all their own consisting of odd noises and random gibbering. Even spells such as Comprehend Languages will not work to decipher the mad ramblings of these creatures. When encountered they will attack on sight, without any reason, regardless of whether their opponent is obviously stronger than they are or not.

If it takes 15 or points of damage from a single attack its Manic Fury ability will kick in allowing it to take four attacks for its attack action. There is also a chance that it will simply go nuts. At the beginning of each of its turns roll 1d6. On a 6 it will go berserk, losing any bonus actions or reactions it may have, in order to tear its enemy apart. When in this state it will attack whatever is closest to it, even if it is one of its own kind. If facing more than one opponent, in melee range, roll randomly for who it attacks. All attacks will go to a single target.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: MountainSwampUnderdark

SethMidriousKordanan

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