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.
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.
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