Hailing from uncivilized lands, berserkers come together in war parties and seek war and conflict wherever they can.
Medium humanoid (any race), any chaotic alignment
Armor Class 13 (hide armor)
Hit Points 67 (9d8 + 27)
Speed 30 ft.
|16 (+3)||12 (+1)||17 (+3)||9 (−1)||11 (+0)||9 (−1)|
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 2 (450 XP)
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.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict wherever they can find it.