Armor Class
16
Natural armor
Hit Points
24
(3d8 + 9)
Speed
30 ft.
STR
16
(+3)
DEX
12
(+1)
CON
17
(+3)
INT
9
(-1)
WIS
11
(+0)
CHA
9
(-1)
Saving Throws
STR +5, CON +5
Skills
Nature +2, Perception +2
Senses
Passive Perception 10
Languages
Any one language (usually Common)
Challenge
2 (450 XP)
Proficiency Bonus
+2
Traits
Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Breath Weapon. Ranged Weapon Attack: DC 13 Con save. 5 by 30 ft. line. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
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