Medium Humanoid (Lizardfolk), Typically Chaotic Evil
Armor Class 17 (Unarmored defense)
Hit Points 85 (9d8 + 45)
Speed 50 ft., Swim 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
20 (+5)
INT
9 (-1)
WIS
12 (+1)
CHA
9 (-1)
Saving Throws STR +6, CON +7, INT +1, WIS +3
Skills Athletics +6, Intimidation +3, Medicine +3, Nature +1, Perception +3, Religion +1, Stealth +4, Survival +3
Damage Resistances Poison, Psychic
Condition Immunities Charmed, Frightened, Incapacitated, Paralyzed
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 13
Languages Abyssal, Common, Draconic
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Hold Breath. The berserker can hold its breath for 15 minutes.

Rush. When the berserker uses the Dash action, difficult terrain doesn't cost them extra movement on that turn.

Danger Sense. The berserker has advantage on Dexterity saving throws against effects that they can see, such as traps and spells. To gain this benefit, they can’t be blinded, deafened, or unconscious.

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.

Overexert. When the berserker hits with a melee weapon attack during its turn, the berserker can take 5 (1d10) necrotic damage, to make the melee weapon deal one extra die of its damage. The berserker also deals an extra 3 (1d6) damage of its damage, per level of exhaustion the berserker currently has.

Otherworldly Perception. The berserker can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. The berserker is immune to confusion spells and similar magic.

Lucid Dreamer. The berserker is immune to spells and other magical effects that require them to dream, like dream, but not to spells and other magical effects that put them to sleep, like sleep.

Sleepwalker. The berserker can stand and move while unconscious, but they are blind and deaf to the world around them.

Poison Sense. The berserker can pinpoint, by scent, the location of poisonous or toxic substances, such as drugs, within 60 feet of it.

Addict. The berserker is addicted to both drugs and battle. The berserker has advantage on saving throws against the effects of poisonous or toxic substances, but can choose to automatically fail the saving throw. The berserker has caused permanent changes to its body by consuming nearly lethal doses of Dreamlily, and Black Sap.

If the berserker does not use Frenzy Rage for 1 minute, or be poisoned for an hour, at least once per day; they suffer one level of exhaustion.

While poisoned, the berserker gains the following benefits:

  • The berserker has resistance to bludgeoning, piercing, and slashing damage.
  • The berserker has advantage on Intelligence and Wisdom saving throws.
  • The berserker gains 10 temporary hit points at the start of each of its turns. When the poisoned condition ends, the berserker loses any remaining temporary hit points from this trait.
  • When the berserker makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.
  • The first time the berserker drops to 0 hit points without being killed outright, it drops to 1 hit point instead; and they suffer one level of exhaustion for every time after the first.

Special Equipment. The berserker has at least one dose of Olisuba Leaf, and at least one dose of Dreamlily or Black Sap. The berserker may be poisoned with a drug of some kind, or have a level or two of exhaustion, when the PCs find them (DM's discretion).

Actions

Multiattack. The berserker makes two melee attacks.

Bite (Recharge 6). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn. On a failed save, the target begins to hallucinate and is afflicted with confusion. The effect lasts 1 minute.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.

Bonus Actions

Frenzy Rage (4 uses; Recharges after a Long Rest). As a bonus action, the berserker can enter a rage at the start of its turn. The rage lasts for 1 minute. It ends early if the berserker is knocked unconscious or if their turn ends and they haven’t attacked a hostile creature since their last turn or taken damage since then. The berserker can also end their rage on its turn as a bonus action. While raging, the berserker gains the following benefits:

  • The berserker has advantage on Strength checks and Strength saving throws
  • When it makes a melee weapon attack, the berserker gains a +2 bonus to the damage roll.
  • The berserker has resistance to bludgeoning, piercing, and slashing damage.
  • The berserker can go into a frenzy when they rage. If they do so, for the duration of their rage they can make a single melee weapon attack as a bonus action on each of their turns. When their rage ends, they suffer one level of exhaustion.

Frenzy Strike (Frenzy Rage Only). The berserker can make a single melee weapon attack as a bonus action.

Reactions

Battle Ready. The berserker can use Frenzy Rage.

Description

Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict wherever they can find it.

The berserkers ingest a hallucinogenic drugs, just before battle to induce their trance-like state; at barely sub-lethal doses they can be mistaken for undead. The berserkers are numb to pain, fear, and reason. Thanks to their drug, they will happily fight tilt they die from exhaustion.

The Blackened Claw Guild supplies them with drugs, and the berserkers fight on their behalf.

Previous Versions

Name Date Modified Views Adds Version Actions
1/15/2022 10:59:53 AM
13
3
1/13/2022
Coming Soon

Monster Tags: NPC

Habitat: CoastalForestSwampUrban

onyxking64

Comments

Posts Quoted:
Reply
Clear All Quotes