Large Humanoid (Any Race), Any Alignment
Armor Class 21 Unarmored Defense
Hit Points 225 (18d10 + 126)
Speed 50 ft.
STR
22 (+6)
DEX
18 (+4)
CON
24 (+7)
INT
12 (+1)
WIS
18 (+4)
CHA
12 (+1)
Saving Throws STR +12, DEX +10, CON +13, WIS +10
Skills Athletics +12, Intimidation +13, Perception +10, Survival +10
Damage Resistances All
Condition Immunities Charmed, Exhaustion, Frightened
Senses Blindsight 50 ft., Passive Perception 20
Languages Celestial, Common
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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.

Magic Resistance. The valhalla berserker has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Valhalla Berserker makes four attacks per turn.

Supreme Shining Greataxe. Melee Weapon Attack: +15 to hit, reach 15 ft., 1 target. Hit: 22 (2d12 + 9) slashing damage and 21 (6d6) radiant damage. 

Shining Bolt. RangedWeapon Attack: +12 to hit, range 100/300 ft., 1 target. Hit: 44 (8d10) radiant damage.

Reactions

Powerful Slasher. Whenever the Valhalla Berserker hits a target with an opportunity attack the target takes an additional die of damage and it's speed is reduced to 0 ft. for the rest of the round.

Description

Valhalla berserkers are berserkers and barbarians who have died and their spirits have been led to the realm of Valhalla. These spirits can answer the call of the magic items known as Horns of Valhalla. More powerful warriors are given specially crafted magic weapons to continue and improve their fighting prowess. The most powerful of these warriors can even rival dragons in combat.

jtd19

Comments

Posts Quoted:
Reply
Clear All Quotes