Large Humanoid, Chaotic Evil
Armor Class 22 Heavy Armor
Hit Points 367 (35d8 + 2)
Speed
STR
22 (+6)
DEX
18 (+4)
CON
23 (+6)
INT
12 (+1)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws STR +14, DEX +12, CON +14
Senses Passive Perception 20
Languages --
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

So Much Armor. Berserker halves all damage inflicted on them  

Champion. Berserker scores a critical hit on a roll of 17-20. When Berzerker scores a critical hit, they can immediately make an additional attack as a bonus action. 

  • Minotaur Helmet. This cursed helmet bestows much of Berserker's power. It can only be removed by successfully grappling the Berserker once they’ve been reduced to 1/3 of their starting hit points. Once removed the Berserker falls unconscious. The helmet grants the Berserker the following 2 features. 
  • Summon Blades. As an action, the Berserker can summon 3 floating blades. These blades are individual entities and act independently. Moving towards the nearest unengaged, enemy creature and attacking them. Their stat block can be found below

    FLOATING BLADES medium constuct, unaligned

    ARMOUR CLASS

    14 (natural armour)

    HIT POINTS

    22(4d6+8)

    SPEED

    fly 30 ft.

    CHALLENGE RATING 1/2 (100 XP)

     

    SAVING THROWS

    Dexterity +4

    DAMAGE IMMUNITIES poison, psychic                  CONDITION IMMUNITIES blinded, charmed, deafened,frightened, paralyzed, petrified, poisoned

  • Gas Cloud. As an action, the berserker can emit a cloud of gas from their helmet, it affects one target adjacent to it. There are affected target must succeed on a DC 18 constitution saving throw or be rendered unconscious until they succeeded on a subsequent constitution saving throw made at the start of their turn.
Actions

Multi attack   Berserker makes five attacks

Brutal punch dagger. Melee weapon attack. +12 to hit reach 5 feet one target hit 18 piercing damage +22/damage and the target hit point maximum is reduced by an amount equal to the damage taken. 

Blade of pity. Melee weapon attack +12 to hit reach 5 feet one target hit 19/Ing damage creatures hit by this attack take 14 force damage at the end of each of their turns into the creature or creature within 5 feet of it uses an action to apply magical healing

Bull rush. Millie weapon attack +12 to hit reach 5 feet one target hit 25 budgeting damage. If the berserker successfully deals damage with this attack, they may move to another creature within 5 feet of their target and a straight line and make another attack. They may continue and do this until they fail to deal damage or until all enemy creatures have been dealt damage once.

Bonus Actions

The berserker helmet is afflicted with a powerful curse. It grants the bearer, enormous, physical speed, and power, making a fighter as skilled as a berserker, almost invincible, but gradually it widows away their conscience, their sense of self, of personhood, and it deprives them of the capacity to think beyond the extent of their sword. The berserker is now less of a person than an engine of destruction, solely focused on the butchery of opponents brought before them, and now that isn’t enough. As a result, the berserker is raging further and further a field, murdering customers murdering anyone who draws too close. Defeating the berserker is no easy task and it must be done in the Ring. 

Reactions

Every dirty little trick If an effect or spell allows, a saving throw for half damage and the berserker succeeds, they can expand their reaction to instead take no damage 

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

Ever since the fighting pit rose to fame, its champion has been the berserker. Vast immovable in defense and devastating in attack. The berserker is without equal. Their blades Cleve through flesh, their fists smash shield into splinters, and they leave opponents, broken and humbled before them. In the past, though, the berserker was ruthless, but fair if an opponent yielded, they were spared. No longer now. Any challenging the berserker die often in the most savage ways imaginable in the nearby settlements there are claims of the berserker appearing to smash a part of a house and kill its occupants like a higher assassin. None of this can be conclusively proven, of course. There were no survivors. And the berserker is apparently without speech, and so the suspicion lingers, but nothing else. The increase of the berserkers lethality has only brought new spectators to the fighting pit, and while the management would like to know, if they’re taciturn, champion is killing potential customers, they don’t wanna know too quickly is the berserk or possessed or simply finally embracing their true nature? Finding out might turn out to be deadly. 

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.

JFornes

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