Frenzy (Recharge 5–6). When the Bloodfang Berserker enters combat, it can enter a berserk frenzy. While in frenzy, it gains the following benefits for 1 minute:
- Advantage on Strength checks and Strength saving throws.
- When it makes a melee weapon attack using Strength, it gains a +2 bonus to the damage roll.
- It can make one additional melee weapon attack as a bonus action on each of its turns.
- At the end of each of its turns while in frenzy, it takes 5 (1d10) psychic damage.
Relentless Endurance. When the Blood fang Berserker is reduced to 0 hit points but not killed outright, it can drop to 1 hit point instead. It can use this feature once per long rest.
Multiattack. The Bloodfang Berserker makes two attacks with its greataxes.
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d12 + 4) slashing damage.
Howling Charge (Recharge 5–6). The Blood fang Berserker lets out a terrifying howl and charges up to 30 feet in a straight line. Each creature in its path must succeed on a DC 15 Dexterity saving throw or take 18 (4d8) thunder damage and be knocked prone.
Berserker Fury. The Blood fang Berserker can enter a fury state as a bonus action, gaining advantage on melee attack rolls until the start of its next turn.
Unyielding Defense. When hit by an attack, the Blood fang Berserker can add +2 to its AC against that attack.
Description
Blood fang Berserkers are the unstoppable shock troops of the Werewolf Legion, fueled by rage and primal fury. Their terrifying presence and brutal combat style make them feared on the battlefield, often leading charges that break enemy lines and sow chaos.
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