Bokiin Berserker (3.5e Creature)
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 Bokiin Berserker
|Bokiin, 4th-level Barbarian||Bokiin, 4th-level Barbarian (Raging)|
|Size/Type:||Medium Humanoid (Extraplanar)||Medium Humanoid (Extraplanar)|
|Hit Dice:||4d12+12 (43 hp)||4d12+20 (51 hp)|
|Speed:||40 ft (8 squares)||40 ft (8 squares)|
|Armor Class:||17 (+2 Dex, +1 Natural Armor, +4 Chain Shirt), touch 13, flat-footed 15 or 17 (See Uncanny Dodge)||15 (+2 Dex, +1 Natural Armor, +4 Chain Shirt, -2 Raging), touch 11, flat-footed 13 or 15 (See Uncanny Dodge)|
|Attack:||Large Masterwork Sledgehammer +7 Melee (3d8+6/×3) or Javelin +6 Ranged (1d6+4/×2)||Large Masterwork Sledgehammer +9 Melee (3d8+9/×3) or Javelin +6 Ranged (1d6+6/×2)|
|Full Attack:||Large Masterwork Sledgehammer +7 Melee (3d8+6/×3) or Javelin +6 Ranged (1d6+4/×2)||Large Masterwork Sledgehammer +9 Melee (3d8+9/×3) or Javelin +6 Ranged (1d6+6/×2)|
|Space/Reach:||5 ft/5 ft||5 ft/5 ft|
|Special Qualities:||Darkvision 60 ft, Call of Battle, immune to Petrification and paralysis, Ease of Movement, Fast movement, illiteracy, rage 2/day, Uncanny dodge, Trap sense +1||Darkvision 60 ft, Call of Battle, immune to Petrification and paralysis, Ease of Movement, Fast movement, illiteracy, rage 2/day, Uncanny dodge, Trap sense +1|
|Saves:||Fort +6, Ref +3, Will +0||Fort +8, Ref +3, Will +2|
|Abilities:||Str 18, Dex 14, Con 16, Int 8, Wis 8, Cha 9||Str 22, Dex 14, Con 20, Int 8, Wis 8, Cha 9|
|Skills:||Climb +3, Intimidation +8, Jump +8, Listen +4||Climb +5, Intimidation +8, Jump +10, Listen +4|
|Feats:||Exotic Weapon Proficiency (Sledgehammer), Monkey Grip||Exotic Weapon Proficiency (Sledgehammer), Monkey Grip|
|Organization:||Squad (1 plus 6–11 Bokiin Soldiers and 2 Bokiin Sergeants)||Squad (1 plus 6–11 Bokiin Soldiers and 2 Bokiin Sergeants)|
|Treasure:||Amulet of Health +2, Large Masterwork Sledgehammer, 5 Javelins||Amulet of Health +2, Large Masterwork Sledgehammer, 5 Javelins|
|Alignment:||Usually Lawful Evil||Usually Lawful Evil|
|Advancement:||By Character Class||By Character Class|
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Before you lies a large, bulky, dark skinned human-like beast with reddish tattoos covering every inch of his body. He is carrying a sledgehammer much larger than what would be expected of his size. Suddenly he snarls, his eyes turn dark red, his face contorts, as he lets out a terrible battle cry and charges.
Bokiin berserkers are lawful creatures from Acheron. Bokiin berserkers are generally very stoic and only feel for one thing — battle. However when they enter battle become larger than life as their fury overwhelms their common sense.
Bokiin berserkers are generally larger than humans, standing about 6 and a half feet tall and weighing about 220 pounds.
The Bokiin berserker presented here had the following ability scores before racial adjustments and Hit Dice ability score increases: Str 15, Dex 12, Con 14, Int 8, Wis 10, Cha 13.
Bokiin berserkers speak common.
Bokiin berserkers will normally attack anyone that they see as a threat. If they see a fight that is in progress, they will rush in and join (see Call of Battle).
Bokiin berserkers will typically become enraged and run into the fray to engage in melee battle. They care more for battle than for their well-being and will never run or surrender in a fight. Once in battle they will either use Shatterspray or try to intimidate an opponent first. Typically once they have used Shatterspray, they will begin to smash their opponents into the ground with their large sledgehammer. Even though Bokiin berserkers carry javelins they rarely use them.
Shatterspray (Ex): A Bokiin berserker can summon forth a spray of debris from their home world, no one knows how they learned this technique, but it is certainly a sight to behold. Once a day as a full-round action a Bokiin berserker can summon forth debris. This debris deals 1d10 points of damage to anyone hit by it. They debris can be manifested in one of two ways: either it hits all opponents in adjacent squares (and the Bokiin berserkers square, but it does not harm the Bokiin berserker) or in a 15ft. cone expelled in a chosen direction. A character can make a Reflex save (DC 14 or DC 16 (raging)) for half damage.
Call of Battle (Ex): Upon witnessing a combat already in progress, or upon being met with a hostile enemy, a Bokiin must make a DC 15 will save to resist engaging in battle. If he fails he thinks rationally, but must attack at his next available opportunity. If an opponent is not readily available, he must move to engage an enemy. Every round thereafter he may make another will save DC 15 +1 for ever failed save after the first, to cease fighting.
 Bokiins as Characters
See Bokiin (DnD Race) for information on Bokkins as characters. Other than their physical enhancements reflected in game terms by elite statistics, Bokiin berserkers have the same racial abilities as their ordinary kin.