Immutable Form. The Berserker is immune to any spell or effect that would alter its form.
Spiked Defense. When a creature within 10 feet of the Berserker hits it with a melee attack, the attacker takes 7 (2d6) piercing damage.
Adapt. The Berserker has the ability to adapt to any creature it is facing, gaining resistances, immunites, mimicking abilities, and eventually evolving as a battle prolongs.
- At the start of the Berserker's next turn it gains resistance to triggering damage types it had received in the round prior.
- After receiving the same damage type the Berserker has gained resistance to, it develops immunity to the damage type instead.
- No spell will work on the Berserker twice.
- If the Berserker is unable to see the target, it will develop sight to see invisible creatures as if a see invisibility spell were to be cast on it.
- At the end of each of the Berserker's turns it will gain +1 to its AC.
- Being present near spellcasters the Berserker will gain the ability to counteract them as if it had the spell counterspell
- The Berserker grows an extra limb at the start of each of its turns to a maximum of 4.
- The Berserker has the ability to copy 1 ability it has seen or has been hit with once, but it can only retain that ability for the round it copies it.
- It gains a +1 to all stats at the start of every each of its turns to a maximum of 22.
- It will gain the ability to peer through illusions if presented to the Berserker at the end of its turn.
- All of these benefits disappear when there are no more hostile enemies present to the Berserker.
Magic Resistance. The Berserker has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Berserker’s weapon attacks are magical.
Regeneration. The Berserker regains 10 hit points at the start of its turn if it has at least 1 hit point.
Multiattack. The Berserker can make up to as many attacks as it has limbs. It can be any combination of Hammer Fist, Blade Arm, Spear Whip, or Claws.
Hammer Fist. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) bludgeoning damage plus 9 (2d8) psychic damage. Additionally the creature must make a DC 18 Strength saving throw or be knocked prone dealing an additional 7 (2d6) bludgeoning damage.
Blade Arm. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (2d12+7) slashing damage plus 9 (2d8) psychic damage. Additionally the creature must make a DC 18 Constitution saving throw or be the creature will be unable to heal until the start of their next turn, 1 creature within 5 feet of this attack will also be hit.
Spear Whip. Range Weapon Attack: +12 to hit, reach 60 ft., one target. Hit: 18 (3d6+7) piercing damage plus 9 (2d8) psychic damage. Additionally as a bonus action the Berserker can make a ranged attack roll to throw the speared creature at an object or another creature. If it is an object they will suffer an additional d6 per 10 feet thrown of bludgeoning damage, and if it is another creature they both suffer the damage and they are both knocked prone.
Claws. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (2d10+7) slashing damage plus 9 (2d8) psychic damage.
Bio Bomb (Recharge 5-6). Each creature within 20 feet of the troll must make a DC 18 Dexterity saving throw, taking 44 (8d10) piercing damage on a failed save, or half as much damage on a successful one, and any creature caught in it is dragged within 5 feet of the Berserker.
Body Shield. The Berserker can use its reaction to gain a +5 to its AC until the start of its next turn.
So it's the Hulk with four weapon arms which one of it is from the one Monster in LotR in the mines of Moira, its faster than the players and is also a fricking Bomb, oh and it makes the "You cannot use this here" move from Pokemon if sommone try's to do the same spell again.
If i understood it correctly