Voraan Heavy Mantle The berserker imbues himself with Voraan energy, giving him magical armor with an AC of 24. Upon colliding with a solid object while using Charge, the magical armor becomes damaged, lowering his AC by 2. This effect cannot lower the berserker's AC below 18.
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.
Charge The berserker charges up to twice his speed in a straight line towards target unit. Target must succeed a DC16 DEX save, or be dealt 18 (2d12 + 5) bludgeoning damage and being pushed the rest of the distance. If the target is pushed into a solid object, they take an additional 26 (4d12) bludgeoning damage and must make a DC16 CON saving throw or be stunned until the end of their next turn.
Seismic Slam The berserker slam's its fists onto the ground sending a shockwave in a 30ft cone dealing 28 (8d6) Force damage and knocking afflicted units prone (DC15 CON save for half damage and avoid prone).
Flame Fist Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 21 (6d6) Bludgeon damage + 7 (2d6) Fire Damage
The berserker can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Berserker regains spent legendary actions at the start of its turn.
Blind Rage Upon taking damage from a weapon attack or spell, roll 1d6
- On roll 1-2, the berserker will shove the nearest creature 10ft back and deal 14 (4d6 + 5) bludgeoning damage (DC15 STR save for half damage and knockback avoided)
- On roll 3-4, the berserker will attack the nearest creature up to 15ft with Flame Fist
- On roll 5-6, the berserker will attack the nearest enemy up to 60ft with Charge
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