| 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 |
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.
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.
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
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