Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Damaged Rage. When damaged, the bear gets stronger. They grow in size and gain +1 strength +1 to damage they deal. They target whoever attacked them last.
Increased Resilience. Under half hp, the bear takes half slashing, piercing, bludgeoning, cold and fire damage.
Firm Stance. If a reaction hasn't been used that turn, and the bear has to make a dexterity saving throw from a spell, they can use their reaction to steel themselves and succeed the saving throw with no check.
Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Firm Stance. You can succeed on a dexterity saving throw from a spell.
Claws. You swipe at them with your claws if they leave your threat range.
Description
Berserker bears act more equivalently to a mix of lions and wolves. They hang out in their territory and will hunt out when they smell trespassers enter. They have one alpha among a pack of three females. There is also one other male but it not clear what their purpose is as they don't mate. Berserker bear groups are referred to as banks.
Berserker bears are more ancient versions of brown bears and not nearly as common. Where they live they are always the apex predator. They look almost identical to regular brown bears are visibly larger, weighing about an extra 100 pounds and more then a foot taller. Their eyes are red and their mouth commonly bleeds from their enlarged teeth.
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