BerserkerMedium humanoid (any species)
- 2 (450 XP)
Maneuvers. The berserker uses maneuvers (maneuver save DC 13). It has 7 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice (rounded up) when it finishes a short rest, and knows the following maneuvers:
Rage (Recharges after a Short or Long Rest). On its turn, the berserker can enter a rage at the start of its turn. The rage lasts for 1 minute or until the berserker is incapacitated. While raging, the berserker gains the following benefits:
- The berserker has advantage on Strength checks
- When it makes a melee weapon attack, the berserker gains a +1 bonus to the damage roll.
- The berserker has resistance to bludgeoning, piercing, and slashing damage.
- The berserker’s walking speed increases by 1.5 meters.
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 1.5 m. Hit: 9 (1d12 + 3) slashing damage, or 10 (1d12 + 4) slashing damage while raging.
Hatchet. Melee or Ranged Weapon Attack: +5 to hit, reach 1.5 m. or range 4.5/18 m. Hit: 5 (1d4 + 3) slashing damage, or 6 (1d4 + 4) slashing damage if used to make a melee attack while raging.