| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +69 |
| DEX | 30 | +10 | +79 |
| CON | 30 | +10 | +79 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +21 |
| WIS | 30 | +10 | +69 |
| CHA | 28 | +9 | +48 |
Beast Enhancement B. All parameters are raised by two ranks. Despite granting strength equivalent to an A-ranked Madness Enhancement, the Skill's user can remain calm, without losing their reason. However, the logic of being a beast is built up, and there is no way to escape from its shackles.
The Servant has advantage on Strength, Dexterity, and Constitution Checks and saves. They have Disadvantage on Wisdom and intelligence Checks and Saving throws. the Servant is immune to the charmed condition, and cannot be persuaded to change their mind, regardless of the situation
Independent Action A. It is possible to take action even without a Master. However, to use Noble Phantasms of great magical energy consumption, backup from the Master is necessary. At Rank A, it is possible for a Servant to stay in the world for about a week without a Master.
This servant can stay in physical form for up to one week without a master and is able to stay in other planes without their master. After seven days the servant will immediately return to their master and must stay in spirit form for 24 hours.
Self-Evolution EX. Surpassing Self-Modification, it's a Skill that reforms oneself. In order to overcome any kind of objective in the way of accomplishing one's goals, they keep evolving in mere seconds. However, it has the demerit of having a lower mark than Self-Modification concerning its applicability to anything more than the specialization towards the user's goals.
As long as this servant is acting in line with their goals, they have access to three uses of Legendary Resistance.
Crossing Arcadia A. Can move while jumping over all kinds of obstacles on the field, including enemies.
The servant ignores difficult terrain and can move through and occupy the spaces of other creatures.
Wild Beast’s Logic B. A combative way of thinking resulting from transforming into a beast. It's not useful for finding weak points, but the speed of thinking focusing on killing the enemy swiftly increases. If combined with the Skill Self-Evolution, the speed of defeating an opponent increases even further.
Calydon Hunter. Berserker makes four attacks with her claws or with her bow.
Calydon Claws. Melee Weapon Attack: +35 to hit, reach 5 ft., 1 target. Hit: 25d50 magical slashing damage.
Tauropolos: Bow of the Darkened Heavens. Ranged Weapon Attack: +35 to hit, range 1000 ft., 1 target. Hit: 25d50 magical piercing damage.
Caledonian Boar. Berserker transforms into the legendary Caledonian boar and charges up to 100 ft. In a straight line. Creatures caught in her path must make a DC 30 Dexterity Saving Throw. On a failed save they take 8d800 magical bludgeoning damage and are knocked prone. In a successful save they take half damage and are not knocked prone.
Protect Master. Once per day, the servant can absorb all damage that their master takes from one attack.
Once per long rest, berserker can unleash her noble phantasm.
Tauropolos Skia Thermokrasia. Berserker lunges ant a creature she mauling them. The creature takes 300d50 force damage. All enemy creatures within 30 feet of the creature must make a dexterity saving throw. On a failed save they take 150d50 force damage. On a successful save the they take no damage.
Command Seal. The servant’s master can invoke a command seal to use the servant’s noble phantasm more than once per day or force the servant to obey an order they disagree with. Command seals do not return once used. Once all three command seals are used the servant can sever their contract with their master or renegotiate a new one, either with their original master or another master.
Description
Berserker’s true name is Atalanta Alter, she is a legendary hero of Greek myth that hunted down the Caledonian Boar. Her compassion towards children has driven her to drastic measures, willing to do anything or kill anyone in order to protect them
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.
Previous Versions
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9/6/2026 5:47:48 AM
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