Aura of Blood Thirst. If the jarl isn’t incapacitated, any creature with the Rampage trait can make a bite attack as a bonus action while within 10 feet of the jarl.
Incite Rampage (Recharge 5–6). Each creature the jarl can see within 30 feet of it can use its reaction to make a bite attack if it can hear the jarl and has the Rampage trait.
Multiattack. The jarl makes three attacks: one with each of its different flail attacks or three with its longbow.
Flail of Madness. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn.
Flail of Pain. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage plus 22 (4d10) psychic damage.
Flail of Paralysis. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.
Vengeful Strike. In response to a creature with rampage being reduced to 0 hit points within 30 feet of the jarl, the jarl makes a melee attack.
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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