Berserker (5e Creature)

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Large aberration (nobody), neutral

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

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.


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.

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