AC 13 (Constitution)
HP 45 (6d8 + 18; bloodied 22)
Speed 40 ft.
Proficiency +2; Maneuver DC 12
Saving Throws Str +4, Dex +2, Con +5
Skills Athletics +4, Intimidation +3, Perception +2, Survival +2
Senses passive Perception 12
Languages any one
Bloodied Frenzy. While the berserker is bloodied, they make all attacks with and all attacks against them are made with .
Unarmored Defense. The berserker’s AC equals 10 + their Dexterity modifier + their Constitution modifier.
Multiattack. The berserker attacks twice.
Greataxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing damage.
Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Berserkers are lightly-armored and heavily-armed shock troops. In battle, they tend to prefer charges and heroic single combats over formations and disciplined marches.
CR 0–2 1d8 ; 1d4 , , or ; ;
Treasure ivory hunting horn (75 gp),
CR 3–4 1d4 + 4 , , or ; ; 2 ; with 1d6 + 2 ; with , , or ; with 1d6 + 2
Treasure dragon-tooth necklace (250 gp),
CR 5–10 3 to 4 riding , , , or ; with 2 and , , or ; 3 to 5 with 1d10 + 10 ; with 1d10 + 2 ; ; ; ; with 1d10 + 2
Treasure silver drinking ewer (250 gp), gold and spinel gemstone necklace (250 gp), 2 gold rings (75 gp each), 3 amber gemstones (100 gp each), ,
CR 11–16 with 4 to 6 ; with , 2 , and 1d10 + 2 ; 2
Treasure 1,400 gp, 5 amethyst gemstones (100 gp each), silver and topaz crown (2,500 gp), 2 , (bronze)
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.