Medium Humanoid
Armor Class 17 Natural armor
Hit Points 75 (10d8 + 30)
Speed
STR
16 (+3)
DEX
14 (+2)
CON
17 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +6, CON +6
Senses Passive Perception 15
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Ambusher. In the beginning of an encounter, the ambushing berserkr can attack up to 3 surprised creatures that are within 15 feet of each other and the ambushing berserkr. It deals additional 4 (1d8) piercing damage to each creature it hits.

False Appearance. The ambushing berserkr buries itself into the snow. While it is motionless within the snow, it has advantage on its Dexterity (Stealth) check.

Rage. The ambushing berserkr has a +2 bonus to its damage rolls, and other benefits of the Rage feature (included in the attack).

Stunning Critical. If the ambushing berserkr scores a critical hit against a creature, the creature must succeed on a DC 15 Constitution saving throw or become stunned until the end of its next turn.

Svil Fortitude. The ambushing berserkr can hold its breath for twice as long and it is unaffected by cold weather, as well as the Black Winter’s Cold.

Wearing the Bear’s Skin. The ambushing berserkr gains +5 AC because of its Path of Berserkr (included in its AC).

Actions

Multiattack. The ambushing berserkr makes three melee attacks.

Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage on hit.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

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

Mythic Action Name. 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

Enter a general description for your monster here.

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.

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