Medium Humanoid (Any Race), Chaotic Evil
Armor Class 17 Half plate
Hit Points 45 (6d8 + 18)
Speed 50 ft.
STR
19 (+4)
DEX
19 (+4)
CON
14 (+2)
INT
4 (-3)
WIS
11 (+0)
CHA
1 (-5)
Damage Resistances Bludgeoning, Piercing, Psychic, Slashing
Senses Passive Perception 10
Languages Understand fragments of Common but can't speak
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Lightning Speed. The chem-berserker can choose to use either the Dash action or a Blade attack as a bonus action each round. If a chem-berserker uses the Dash action, ranged attacks against it are made with disadvantage until the start of its next turn.

Razor-Sharp. The chem-berserker's blade attacks score a critical hit on a roll of 19 or 20.

Suit Components. The various chem-injection components of a chem-berserker's suit can be targeted by attacks. The three components each have an AC of 15 and 10 hit points, and for each one that is destroyed, the chem-berserker gains one level of exhaustion.
The suit components are considered worn or held objects, and cannot be damaged by most area spells.

Actions

Multiattack. The chem-berserker makes two blade attacks.

Blade. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 9 (1d10 + 4) slashing damage.

Description

Favoured weapons of criminal syndicates and vile warlords, chem-berserkers are encased in a protective suit and given stimulant drugs that can spur them into horrifying and violent action. Inured to pain and suffering, they move at near-lightning speed and can be controlled by their masters until they are unleashed upon their enemies, a blur of violence and wheezing. By the time an addict becomes a chem-berserker, their mind is all but lost, and many months of magical cures would be necessary for them to return to their normal state.

Creature by Building Paper Mountains
Art by Victor Maury, on ArtStation, for Arcane.

FilipePassosCoelho

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