Armor Class
14
(hide armor)
Hit Points
67
(9d8 + 27)
Speed
30 ft., Climb 35 ft.
STR
18
(+4)
DEX
14
(+2)
CON
17
(+3)
INT
9
(-1)
WIS
12
(+1)
CHA
9
(-1)
Damage Resistances
Poison
Condition Immunities
Poisoned
Senses
Passive Perception 11
Languages
Any one language (usually Common)
Challenge
3 (700 XP)
Proficiency Bonus
+2
Traits
Magic Resistance. The beastman berserker has advantage on saving throws versus spells and other magical effects.
Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Camouflage Hide. The beastman berserker has advantage on stealth checks made in woodland environments.
Actions
Stone spear. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 4) piercing damage.
Description
Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict wherever they can find it.
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