Berserker¶
We're still working on the lore for this creature, but the stats are ready to go!
Berserker Statblocks¶
Berserker¶
Berserker
Summoned with Foe FoundryMedium Humanoid (Human, Berserker)
AC 15 (Berserker's Rage) Initiative +2 (12)
HP 45 (6d8 + 18)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 16 | +3 | +3 |
Dex | 14 | +2 | +2 |
Con | 16 | +3 | +3 |
Mod | Save | ||
---|---|---|---|
Int | 9 | -1 | -1 |
Wis | 8 | -1 | -1 |
Cha | 9 | -1 | -1 |
Skills Athletics +5
Senses Passive Perception 9
Languages Common
CR 2 (450 XP; PB +2)
Traits
Reckless. At the start of their turn, the berserker can gain advantage on all melee weapon attack rolls made during this turn, but attack rolls against them have advantage until the start of their next turn.
Actions
Multiattack. The berserker makes two Greataxe attacks.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 9 (1d12 + 3) slashing damage.
Bonus Actions
Overrun (1/day). Immediately after the berserker hits an enemy with an attack, it may move up to half its movement without triggering opportunity attacks. If it ends its movement next to another creature, it may make an attack against that creature.
Reactions
Just A Scratch (1/day). When the berserker is reduced to 20 hit points, it roars in defiance and gains 10 temporary hitpoints. While those temporary hitpoints are active, the berserker has advantage on all attack rolls and saving throws.
Berserker Veteran¶
Berserker Veteran
Summoned with Foe FoundryMedium Humanoid (Human, Berserker)
AC 15 (Berserker's Rage) Initiative +2 (12)
HP 82 (11d8 + 33)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 18 | +4 | +6 |
Dex | 14 | +2 | +2 |
Con | 16 | +3 | +5 |
Mod | Save | ||
---|---|---|---|
Int | 9 | -1 | -1 |
Wis | 8 | -1 | -1 |
Cha | 9 | -1 | -1 |
Skills Athletics +6, Perception +1
Senses Passive Perception 11
Languages Common
CR 4 (1,100 XP; PB +2)
Traits
Reckless. At the start of their turn, the berserker can gain advantage on all melee weapon attack rolls made during this turn, but attack rolls against them have advantage until the start of their next turn.
Actions
Multiattack. The berserker makes two Greataxe attacks.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10 (1d12 + 4) slashing damage and 7 (2d6) fire damage. If the attack hits and there is another hostile target within 5 ft then that target also takes 4 slashing damage. On a hit, the target must make a DC 14 Strength saving throw or be knocked Prone
Reactions
Relentless Endurance. When the berserker is reduced to 0 hit points, they can immediately make one melee attack as a reaction. If this attack hits, they regain 1 hit point.
Berserker Commander¶
Berserker Commander
Summoned with Foe FoundryMedium Humanoid (Human, Berserker)
AC 17 (Berserker's Rage) Initiative +6 (16)
HP 136 (16d8 + 64)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 20 | +5 | +8 |
Dex | 16 | +3 | +3 |
Con | 18 | +4 | +7 |
Mod | Save | ||
---|---|---|---|
Int | 11 | +0 | +0 |
Wis | 9 | -1 | -1 |
Cha | 11 | +0 | +0 |
Skills Athletics +8, Perception +2
Senses Passive Perception 12
Languages Common
CR 8 (3,900 XP; PB +3)
Traits
Reckless. At the start of their turn, the berserker can gain advantage on all melee weapon attack rolls made during this turn, but attack rolls against them have advantage until the start of their next turn.
Actions
Multiattack. The berserker makes three Greataxe attacks. It may replace one attack with a use of its Fearsome Roar.
Greataxe. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 11 (1d12 + 5) slashing damage and 7 (2d6) cold damage. If the attack hits and there is another hostile target within 5 ft then that target also takes 5 slashing damage.
Fearsome Roar (1/day). The berserker targets up to eight creatures they can see within 60 ft. Each must make a DC 16 Charisma saving throw. On a failure, the affected target is Frightened for 1 minute (save ends at end of turn) and must immediately use its reaction, if available, to move their speed away from the berserker avoiding hazards or dangerous terrain if possible.
Bonus Actions
Charge (1/day). The berserker uses Dash and moves towards a hostile creature. Up to one creature that is within 5 ft of the path must make a DC 16 Strength saving throw or be knocked Prone.
Reactions
Relentless Endurance. When the berserker is reduced to 0 hit points, they can immediately make one melee attack as a reaction. If this attack hits, they regain 1 hit point.
Berserker Legend¶
Berserker Legend
Summoned with Foe FoundryMedium Humanoid (Human, Berserker)
AC 17 (Berserker's Rage) Initiative +11 (21)
HP 220 (21d8 + 126)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 22 | +6 | +10 |
Dex | 17 | +3 | +3 |
Con | 22 | +6 | +10 |
Mod | Save | ||
---|---|---|---|
Int | 11 | +0 | +0 |
Wis | 10 | +0 | +4 |
Cha | 11 | +0 | +0 |
Skills Athletics +10, Perception +4
Senses Passive Perception 14
Languages Common
CR 12 (8,400 XP; PB +4)
Traits
Bloodied Rage. When the berserker's current hit points are below 110, then it may make an extra attack as part of its Multiattack.
Reckless. At the start of their turn, the berserker can gain advantage on all melee weapon attack rolls made during this turn, but attack rolls against them have advantage until the start of their next turn.
Legendary Prowess (3/day). The berserker can choose to succeed on a saving throw or ability check instead of failing. When it does so, it takes 10 force damage.
Actions
Multiattack. The berserker makes three Greataxe attacks. It may replace one attack with a use of its Rend or Fearsome Roar.
Greataxe. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 12 (1d12 + 6) slashing damage and 5 (2d4) lightning damage. If the attack hits and there is another hostile target within 5 ft then that target also takes 6 slashing damage.
Rend. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 13 (2d6 + 6) piercing damage. On a hit, the target must succeed on a DC 18 Constitution saving throw or gain Bleeding [7 (2d6) piercing]. A bleeding creature suffers 7 (2d6) ongoing piercing damage at the end of each of its turns. A creature may use an action to attempt a DC 10 Medicine check to end the condition. The condition also ends if the creature receives any magical healing.
Fearsome Roar (1/day). The berserker targets up to eight creatures they can see within 60 ft. Each must make a DC 18 Charisma saving throw. On a failure, the affected target is Frightened for 1 minute (save ends at end of turn) and must immediately use its reaction, if available, to move their speed away from the berserker avoiding hazards or dangerous terrain if possible.
Bonus Actions
Action Surge (1/day). The berserker takes another action this round. If it has any recharge abilities, it may roll to refresh these abilities.
Legendary Actions (3)
Attack. The berserker makes a Greataxe attack.
Fearsome Roar. The berserker uses Fearsome Roar. It can't take this action again until the start of its next turn.
Move. The berserker moves up to its speed.