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.
Brave. The Battlerager has advantage on saving throws against being Frightened.
Brute. A melee weapon deals one extra die of it's damage when the Battlerager hits a target with it. (included in the Greataxe attack action)
Spiked Armor. At the start of each of it's turns, the Battlerager deals 8 (1d8+4) piercing damage to any creature grappling or restrained by it.
Multiattack. The Battlerager makes three melee weapon attacks, or two ranged weapon attacks.
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d12 + 4) slashing damage.
Throwing Axe. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft, or range 20/60, light, thrown. One target. Hit: 7(1d6 + 4 ) slashing damage.
Body Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) piercing damage, if the target os a Large or smaller creature, it must succeed on a DC 16 Strength saving throw or be Restrained.
Parry. The Battlerager adds 3 to it's AC against one melee attack that would hit it. To do so, the Battlerager must see the attacker, the weapon, and be wielding a melee weapon.
Description
Hailing from ancient dwarven lands, ferocious Battleragers frequently gather in war parties and seek conflict wherever they can find it. The Ankor Legion frequently forms entire companies of these unhinged warriors and sends them directly where their battle-frenzy can do the most damage. Their lives are short and brutal, and gloriously spent, but if a Battlerager outlives the war he signs onto, he sullenly seeks a new cause to fight for, often for no shortage of coin.
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