Medium Humanoid (Any Race), Chaotic Evil
Armor Class 16 (hide armor, shield)
Hit Points 97 (13d8 + 39)
Speed 30 ft.
STR
17 (+3)
DEX
15 (+2)
CON
17 (+3)
INT
9 (-1)
WIS
11 (+0)
CHA
9 (-1)
Saving Throws DEX +5, WIS +3
Skills Perception +3, Stealth +5
Senses Darkvision 60 ft., Passive Perception 13
Languages Any one language (usually Common)
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Blood Frenzy. The berserker has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Rampage. When the berserker reduces a creature to 0 hit points with a melee attack on its turn, the berserker can take a bonus action to move up to half its speed and make a bite attack.

 

Actions

Multiattack. The berserker makes three attacks: one with its bite and two with its battleaxe.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage.

Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Sudden Rush. Until the end of the turn, the berserker's speed increases by 60 feet and it doesn’t provoke opportunity attacks.

Description

Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict wherever they can find it. Corrupted by an evil creature or deity, these berserkers froth at the mouth during battle.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillMountain

MadMaxwellP216

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