Bersaerkae (3.5e Creature)
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|“||We are not animals, to be hunted by your whim. We are not dumb beasts of the wild. We are the bersaerkae, and we will not stand for intruders into our realm!||”|
|—Jarl Icerhime, bersaerkae chief.|
|Size/Type:||Large Magical Beast|
|Hit Dice:||8d10+56 (92 hp)|
|Speed:||30 ft (bipedal), 50 ft (quadrupedal)|
|Armor Class:||19 (+8 natural, -1 size, +2 leather), touch 10, flat-footed 19|
|Attack:||Claw +14 melee (1d8 +7) or bite +14 melee (2d4 +7/x3)|
|Full Attack:||2 claws +12/+7 melee (1d8 +7) and bite +12/+7 melee (2d4 +7/x3)|
|Space/Reach:||10 ft/10 ft|
|Special Attacks:||rend, berserk|
|Special Qualities:||improved lowlight vision, resistance to cold 10, resistance to fire 10|
|Saves:||Fort +13, Ref +6, Will +3|
|Abilities:||Str 25, Dex 11, Con 24, Int 10, Wis 12, Cha 9|
|Skills:||survival +12 (+16 in a arctic environment), swim +26, intimidate +10, hide +2 (+10 in an arctic environment), move silently +5|
|Feats:||Power Attack, Cleave, Great Cleave|
|Environment:||cold plains (The Far North)|
|Organization:||Solitary, pair, family (1-4 + 2-8 young), clan (5-10 + 5-20 young), or tribe (11-34 + 5-60 young)|
|Advancement:||9-14 HD (large) or by character class|
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Out of the snow rises a huge, massively muscled bear. With a roar, it charges.
Bersaerkae are gigantic, intelligent bears hailing from the far north. Although they have a reputation as fierce, brutal, and merciless predators, bersaerkae are actually highly intelligent and honorable.
Bersaerkae attack with abandon, striking out at all foes. Their favorite tactic is to place themselves within striking distance of all their foes, thus able to use cleave and rend to their greatest advantage.
Rend (Ex): If a bersaerkae hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+11 points of damage.
Berserk (Ex): 3 times per day, a bersaerkae can enter a state of extreme rage. While berserk, a bersaerkae gains a +8 bonus to strength and constitution, cannot use any charisma or intelligence based skills besides intimidate, gains fast healing 5, the Diehard feat, and SR 11 + hd. They remain berserk for rounds equal to their (new) constitution modifier +5. It requires a dc 20 will save to voluntarily withdraw from a berserk.