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.
occupation created by Wizards of the Coast
QuirkI am a morning person
IdealThe restoration of the one true religion (mine)
BondThe signet ring of my father’s guild
FlawI’m addicted to wild potions
SecretI once collapsed a bridge to help bandits escape
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We use content from Wizards of the Coast as specified in the Open Game License and System Reference Document. Entries marked as created by Wizards of the Coast use material from the SRD.