Medium Humanoid, Neutral Evil
AC 15 Natural Armor    Initiative +2 (12)
HP 45 (7d8 + 14)
Speed
Mod Save
STR 15 +2 +2
DEX 14 +2 +2
CON 14 +2 +2
Mod Save
INT 7 -2 -2
WIS 12 +1 +1
CHA 7 -2 -2
Immunities Poisoned
Senses Passive Perception 13
Languages --
CR 1 (XP 200; PB +2)
Traits

Mental Resistance. The Berserker has advantage on saving throws against being charmed and magic can’t paralyze it.

Reckless. At the start of its turn, the Berserker can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Multiattack. The Berserker makes three attacks, one with its bite and two with its weapon

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 2) piercing damage and 1d4 Poison damage. DC 10 Con saving throw. Fail: Target is poisoned.

Brutal Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 2) bludgeoning damage. DC 10 Con saving throw. Fail: Target falls prone.

Reactions

Attack of Opportunity. When a creature leaves combat range make one attack using either Bite or Brutal Club.

Description

Appear mostly human, with minor reptilian features, such as slitted eyes, a forked tongue, or patches of scales on their skin. They serve as diplomats and infiltrators, pretending to be human

Habitat: ForestSwamp

Aquinn

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