Armor Class
18
Hit Points
167
(12d10 + 27)
Speed
50 ft.
STR
22
(+6)
DEX
18
(+4)
CON
24
(+7)
INT
14
(+2)
WIS
16
(+3)
CHA
12
(+1)
Saving Throws
STR +9, CON +10, WIS +6
Skills
Acrobatics +12, Athletics +14, Insight +12
Damage Resistances
All damage but Force, Radiant, and Psychic
Senses
Passive Perception 17
Languages
Any one language (usually Common)
Challenge
7 (2,900 XP)
Proficiency Bonus
+3
Traits
Reckless. At the start of its turn, the Chieftain 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.
Resistance. The Chieftain has resistance to all damage except force, radiant and psychic.
Actions
Multiattack. The Chieftain makes two attacks with the greataxe.
Greataxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 6) slashing 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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