Reckless: At the start of its turn, the berserker can gain an Advantage on all melee weapon attack rolls during that turn, but attack rolls against it have an Advantage until the start of its next turn.
Hone Claws: On this turn, a successful attack of your choice adds 2d4 Bleed damage.
Taste for Blood: Gains Advantage on attack rolls against targets who are bleeding.
Bloodied Ire: Gains Advantage on attack rolls, STR checks, and STR saves if HP is under ⅓ of its maximum.
Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d10 + 4) piercing damage.
Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage
Pounce: If the berserker drake moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the drake can make one bite attack against it as a Bonus Action.
Description
Berserker Drakes are ravenous predators who stalk barren wastelands in order to find strong prey. Drakes, in general, are the less intelligent cousins of dragons, but a Berserker Drake is even less cunning, as its brain is overwhelmed with rage. Using their rage, the manifest a red fog that twists the mind of its prey into attacking its pack mates or being unable to fight back. The bloodshed caused by the mist excites the berserker drake, who gladly joins in the fray, slaughtering its opponents and devouring their shredded flesh.
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