Bloodlust. While frenzied, if a bloodsworn cannot see any hostile creatures it will instead attack the nearest friendly creature.
Multiattack. The bloodsworn makes two attacks with its Daneaxe. If the bloodsworn is frenzied, these attacks are made with advantage, and until the bloodsworn's next turn, attacks made against it have advantage.
Daneaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage, or 11 (1d12 + 5) slashing damage if the bloodsworn is frenzied.
Frenzy (2/day). The bloodsworn may enter a state of bloodlust and battlerage. During this frenzy, the bloodsworn has advantage on all strength checks and saving throws, deals an additional 2 damage with melee attacks, and is resistant to bludgeoning, slashing, and piercing weapons. This frenzy lasts up to one minute, or ends early if the bloodsworn has not attacked anyone in the last round and has not taken damage in the last round.
Aggressive. The bloodsworn may, as a bonus action move up to the nearest hostile creature that it can see.
Frenzied Scream. The bloodsworn may let out a frenzied scream at any creature that hits it with a melee attack. The creature must make a Wisdom saving throw opposed by the bloodsworn intimidation skill check or be frightened of the bloodsworn for a minute, or until the creature makes a DC 12 Wisdom saving throw.
Description
Bloodsworn are warriors that have sworn themselves over to the gods of war. They go into battle wearing animal skins. In the heat of battle they can be whipped up into a frenzied bloodlust becoming virtually unstoppable, but highly volatile beasts of war.
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