Large Aberration, Any Evil Alignment
Armor Class 25 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 60 ft.
STR
12 (+1)
DEX
23 (+6)
CON
21 (+5)
INT
10 (+0)
WIS
20 (+5)
CHA
12 (+1)
Saving Throws DEX +11, CON +10, INT +5, WIS +10, CHA +6
Skills Deception +8, Insight +7, Perception +7, Persuasion +8, Stealth +6
Damage Vulnerabilities Fire
Damage Resistances All damage but Force, Radiant, and Psychic
Damage Immunities Acid
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, Stunned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If the berserker fails a saving throw, it can choose to succeed instead.

 

Actions

Multiattack. The berserker makes two attacks with its claws and then either an additional claw attack or use either poison gas or spore gas if available.

Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) slashing damage.

Poison gas (Recharge 5–6). The berserker exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 23 (8d6) poison damage on a failed save, or half as much damage on a successful one. any creature who fail this save is now considered poisoned.

 

Spore gas (Recharge 6). The berserker exhales Spore gas in a 20-foot radius sphere. Each creature in that area must make a DC 18 Constitution saving throw, or suffer a random limb (1d4) affected by the rot condition as follows: 

1-2  Rotten arm: Your arm is considered rotten. You can no longer hold anything with two hands and you can ure this****y use one hand at a time, additionally you suffer disadvantage  all strength related ability checks. Magic such as lesser restoration or regeneration can cure this

2-4  Rotten Leg: Your leg is considered rotten. Your movement is halved, you can no longer use the dash action  and getting up from prone costs your full movement, can no longer hold anything with two hands and you can only use one hand at a time, additionally you suffer disadvantage  all dexterity  related ability checks. Magic such as lesser restoration or regeneration can cure this.

 

Stone circle (Recharge 6,6). The berserker summons a circle of stone to damage its enemies in a 60-foot radius sphere. Each creature in that area must make a DC 20 Dexterity saving throw, taking 60 (10d10) force damage on a failed save, or half as much damage on a successful one. 

 

Legendary Actions

The berserker can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Dash. The berserker moves up to half its speed

Claw. The berserker makes a claw attack.

Habitat: Forest

tousinti

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