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Berserker 2014

CR 2 humanoid

Medium humanoid, chaotic evil


Armor Class
13 (hide armor)
Hit Points
60
Speed
30 ft.

STR18 (+4)
DEX12 (+1)
CON16 (+3)
INT8 (-1)
WIS10 (+0)
CHA8 (-1)

Saving Throws
Strength +4, Dexterity +1, Constitution +3, Intelligence -1, Wisdom +0, Charisma -1
Skills
Senses
passive Perception 10
Languages
any one language (usually Common)
Challenge
2 (450 XP) · Proficiency Bonus +2

Reckless.

At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Stalwart.

If the berserker starts its turn afflicted by an ongoing effect that allows for a repeated save to end the effect, such as the hold spell or the poison from an ettercap's Bite, the gladiator can make the save at the start of the turn instead of the end and has advantage on the save.

Actions

Multiattack.

The berserker makes two Greataxe attacks.

Greataxe.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) slashing damage.

Other versions

Source: Black Flag SRD (Kobold Press) · License: Creative Commons Attribution 4.0 details