Medium Humanoid, Chaotic Neutral
Armor Class 13 Natural Agility
Hit Points 58 (9d8 + 18)
Speed 35 ft.
STR
17 (+3)
DEX
15 (+2)
CON
14 (+2)
INT
8 (-1)
WIS
11 (+0)
CHA
9 (-1)
Saving Throws STR +5, CON +4
Skills Athletics +5, Intimidation +2
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Passive Perception 10
Languages Northern Tongue Common, Old Norse
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits
  • Berserker’s Trance: As a bonus action, the Berserker can enter a trance for 1 minute, gaining advantage on melee weapon attack rolls and resistance to all damage except psychic.
  • Reckless Abandon: The first attack roll the Berserker makes each turn has advantage, but attack rolls against it have advantage until its next turn.
Actions
  • Multiattack: The Berserker makes two melee attacks.
  • Battleaxe: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 3) slashing damage, or 10 (1d10 + 3) slashing damage if used with two hands.
  • Throwing Axe: Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 3) slashing damage.
Bonus Actions
  • Berserker’s Trance: As a bonus action, the Berserker can enter a trance for 1 minute, gaining advantage on melee weapon attack rolls and resistance to all damage except psychic.
Reactions
  • Unbridled Fury: In response to being hit by a melee attack, the Berserker can make one melee weapon attack with advantage against the attacker.
Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Berserker warriors are robust and fearsome, their bodies marked with scars and tattoos that tell stories of past glories and battles. Their hair is long and unkempt, often tied back with leather straps or the bones of their enemies. Their eyes burn with a wild light, and their expressions are permanently set in grim determination or manic glee. They wear minimal armor, preferring the freedom of movement to heavily clad protection, with wolf pelts and bear skins draped over their broad shoulders.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
8/26/2024 4:34:39 PM
2
0
1
Coming Soon

Habitat: Coastal

Khaos87NC63923

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