Large Aberration
Armor Class 17
Hit Points 150 (12d10 + 84)
Speed 40 ft.
STR
22 (+6)
DEX
14 (+2)
CON
24 (+7)
INT
5 (-3)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws STR +8, CON +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 11
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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:

  • Gains resistance to all damage except force and psychic

  • Makes two attacks as a bonus action each turn

  • Is immune to charm, fear, and stun effects

  • 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

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:

  • Fail: 28 (8d6) force damage and are pushed 10 feet

  • Success: Half damage, no push
    The claymore reappears in the Berserker's hand immediately

Bonus Actions

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

Reactions

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).

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

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.

CassMcAss

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