Charge. If the berserker moves at least 20 feet straight toward a target and then hits it with an unarmed strike on the same turn, the target takes an extra 11 (2d10) bludgeoning damage.
Fire Susceptibility. If the berserker takes fire damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it is Vulnerable only to bludgeoning, slashing, and piercing attacks.
Keen Hearing and Smell. The berserker has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Multiattack. The Berserker makes two slam attacks.
Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 7) bludgeoning damage.
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 berserker regains spent legendary actions at the start of its turn.
Move. The berserker moves up to its speed without provoking opportunity attacks.
Attack. The berserker makes one unarmed strike attack.
Stomp (Costs 2 Actions. The berserker slams its foot onto the ground, releasing a shock wave in a 15-radius around it. Each creature in that area must succeed on a DC 19 Strength saving throw or be knocked prone. If the creature within 5 feet of the berserker, they also take 11 (2d10) bludgeoning damage.
Description
Berserkers were female Locust Drones. Known for their highly developed sense of hearing and smell to compensate for their myopic blindness, extremely durable bodies, and being in a near-constant state of extremely aggressive behavior; Berserkers were used for destroying fortifications and hunting the Locust's enemies. Being female Drones, the Berserkers were also used to reproduce for the Locust via ****.
Previous Versions
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7/25/2024 9:24:45 PM
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