Traits
Claymore Construct
The Berserker wields a massive ethereal claymore. It is considered a magical weapon, and while the Berserker is holding it, it gains +2 AC and deals extra damage (already factored in).
Rage Mode (Recharges after Short Rest)
As a bonus action, the Berserker can enter a rage-like state for 1 minute:
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Gains resistance to all damage except force and psychic
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Makes two attacks as a bonus action each turn
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Is immune to charm, fear, and stun effects
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At the end of Rage Mode, it is stunned until the end of its next turn
Unstable Mind
At the start of its turn, roll a d6. On a 1, the Berserker attacks the nearest creature (friend or foe).
Actions
Multiattack
The Berserker makes two Claymore Slam attacks.
Claymore Slam (Melee Weapon Attack)
+10 to hit, reach 10 ft., one target
Hit: 19 (2d10 + 6) force damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Weapon Toss (Recharge 5–6)
The Berserker hurls its claymore at a point within 60 feet. The blade erupts with energy, creating a 10-ft radius explosion.
Creatures in that area must make a DC 16 Dexterity saving throw:
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Fail: 28 (8d6) force damage and are pushed 10 feet
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Success: Half damage, no push
The claymore reappears in the Berserker's hand immediately
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Bonus Actions
Relentless Pursuit
The Berserker moves up to half its speed toward the last creature it damaged. This movement does not provoke opportunity attacks.
Activate Rage Mode (1/Rest)
Enters Rage Mode (see traits above).
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 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
Reactions
Claymore Guard (While Holding Claymore)
When hit by a melee attack, the Berserker can reduce the damage by 1d10 + 6, and the attacker must succeed on a DC 16 Strength saving throw or be pushed 5 feet away.
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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