Medium Humanoid (Any Race, Dragonborn), Any Chaotic Alignment
Armor Class 13 (hide armor)
Hit Points 50 (9d8 + 27)
Speed 30 ft.
STR
19 (+4)
DEX
13 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
9 (-1)
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 2 (450 XP)
Proficiency Bonus +2
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.

Actions
Breath Weapon (Brass)
As an action once per short rest, exhale in a 5 by 30 ft. line (DEX DC 13, half damage on success) for 2d6 Fire Damage [6th] 3d6, [11th] 4d6, [16th] 5d6
Greataxe
Melee Weapon
5ft. Reach +1d12+4
 
Bonus Actions
Actions in Combat
Two-Weapon Fighting
Frenzy Attack

While in a frenzy, you can make a single melee weapon attack as a bonus action on each of your turns after this one.

Rage

As a bonus action enter a rage for up to 1 minute (10 rounds).

You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.

Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.

Description

Unpredictable berserkers come together in war parties and seek conflict wherever they can find it.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillMountain

CamWolfe

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