Unarmored Defense. While not wearing armor, the barbarian's AC includes its constitution modifier.
Brutal Critical. If the barbarian scores a critical hit, it rolls its damage dice three times, instead of twice.
Feral Instinct. If the barbarian isn't unconscious, it can't be surprised and has advantage on initiative rolls.
Reckless Attack. At the start of its turn, the barbarian can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Danger Sense. The barbarian has advantage on Dexterity saving throws against effects that it can see while it is not blinded, deafened, or incapacitated.
Multiattack. The barbarian makes two attacks.
Greataxe. Melee Weapon Attack: 1d20 + 7 to hit, reach 5 ft., one target. Hit: 1d12 + 4 slashing damage.
Spear. Melee or Ranged Weapon Attack: 1d20 + 7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d6 + 4 piercing damage, or 1d8 + 4 piercing damage if used with two hands to make a melee attack.
Rage (3/day). For one minute, the barbarian gains advantage on Strength checks and Strength saving throws, deals an extra 3 damage on weapon attacks, and has resistance to bludgeoning, piercing, and slashing damage.
Description
Ammar Ibn Rainer is devoted bodyguard for Min Fairshaw. A soldier in his younger days, he now has streaks of gray in his hair though he shows no other signs of aging. He refuses to use his rage anymore, unless in the most dire of circumstances.