Berserker Nobody (5e Creature)

From D&D Wiki

Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Kingdom Hearts franchise, and/or include content directly affiliated with and/or owned by Disney Interactive Studios. D&D Wiki neither claims nor implies any rights to Kingdom Hearts copyrights, trademarks, or logos, nor any owned by Disney Interactive Studios. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Berserker Nobody[edit]

Large aberration (nobody), neutral


Armor Class 20 (natural armor)
Hit Points 105 (10d10 + 50)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 20 (+5) 16 (+3) 16 (+3) 18 (+4)

Skills Athletics +8, Intimidation +7, Perception +6
Proficiency Bonus +3
Senses darkvision 60 ft., passive Perception 16
Languages understands Common but can't speak
Challenge 7 (2,900 XP)


Flexible. The sniper counts as being one size smaller when determining the space it can squeeze through.

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.

Relentless (Recharges after a Short or Long Rest). If the berserker takes 12 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

ACTIONS

Multiattack. The berserker makes two attacks.

Hammer. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. This is a magic weapon attack.

Great Hammer Dance (Recharge 6). The berserker jumps up and rapidly slams its hammer into everything around it. Each creature within 20 feet of the berserker must make a DC 16 Strength saving throw. On a failed save, a creature takes 27 (5d10) bludgeoning damage and is stunned until the end of their next turn. On a successful save, a creature takes half as much damage and isn't stunned.


5.00
(one vote)

Back to Main Page5e HomebrewCreatures
Back to Main Page5e HomebrewCampaign SettingsKingdom Hearts

Home of user-generated,
homebrew pages!


Advertisements: