Moving Blockade. The Berserker’s weapon acts like a shield for it. The Berserker when it’s being attacked, unless disarmed maintains half cover at all times whenever it’s facing the origin of the attack.
Hammer Draw. The Berserkers weapon is linked to itself, even when it’s disarmed it will call its hammer back to itself at the beginning of its next available round. When doing so the hammer will shoot towards the Berserker in a straight 5ft line and any creature in the way of this movement will take 8 (2d8) bludgeoning damage. Only walls made of Force can impede this movement.
Minimizing Form. The Berserker has advantage on all checks involving the grappled or restrained conditions. Additionally, it can move through a space as narrow as 1 inch wide by changing its size to tiny this counts as a reaction command. It cannot move with its weapon while tiny except by attacking.
Multi-Attack. The Berserker can attack three times with its hammer.
Hammer. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6) bludgeoning damage
Round Trip Rush(Recharge 5-6). The Berserker slams its hammer down and moves in a 5ft; 30ft long line, any target must make a 17DC DEX saving throw or take a (4d12) bludgeoning damage and is pushed for the remaining feet of the attack or only half damage if they succeed and aren’t pushed. This attack also makes shockwaves dealing (2d4) damage for anyone 5ft from the initial line of attack.
Berserk. If the Berserker has taken damage from an enemy since its last turn the berserker enters a rage and glows red this increases all its damage by its strength modifier, all damage it receives from melee attacks is reduced by 5. This last until the end of the round after it uses this ability.
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