Berserker GUTs (5e Creature)

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Medium undead, chaotic evil


Armor Class 60 (Berserker Armor, Plate)
Hit Points 500
Speed 50 ft.


STR DEX CON INT WIS CHA
30 (+10) 20 (+5) 20 (+5) 12 (+1) 10 (+0) 10 (+0)

Saving Throws STR +17, WIS +4
Skills Intimidation +32, Acrobatics +12, Athletics +12
Damage Vulnerabilities radiant; damage from sunlight, running water, or holy water
Damage Resistances necrotic; bludgeoning, piercing, and slashing damage from non-magical attacks.
Condition Immunities Frightened, Charmed
Senses passive Perception 13
Languages Common, Abyssal.


Boss Fight. At the start of combat, the creature rolls twice for initiative, taking two turns per round of combat. At the start of each round, the creature must reroll for initiative once and replace one of its turns with the new result.

Berserker's Frenzy. As an action, the wearer of the armor can don the Berserker Armor's helmet. Upon doing so the wearer gains a +2 bonus to melee attack and damage rolls, a +2 bonus to their AC, +20 feet of movement speed, and advantage on Dexterity and Constitution saves. When the wearer rolls for initiative or when they become frightened, they must succeed a DC 12 Charisma saving throw or have Berserker’s Fury activate. To remove the helmet and end the Berserker's Fury effects, the wearer must use a bonus action to make a DC 19 Charisma saving throw, kill all creatures they are aware of, be magically put to sleep, or die.

Berserker's Fury. While Berserker’s Fury is active, the wearer becomes berserk and can not speak or understand any languages. This overcomes any immunity to conditions. Any creatures that attempt to telepathically communicate with them must succeed a DC 14 Charisma saving throw or be frightened for 1 minute. These creatures may reattempt this saving throw and the end of their turn.

Undying Fury. If the wearer's hit points fall to 0 while under the effects of Berserker’s Frenzy, they can not fall unconscious, and their hit points may enter negative values. When the wearers negative hit points are equal or greater than the wearers maximum hit points, the wearer dies immediately.

Regeneration. The vampire regains 25 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

Vampire Weaknesses. The vampire has the following flaws: Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water or 10 acid damage if it's exposed to water Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Radiant Vulnerability. The vampire is vulnerable to radiant damage.

ACTIONS

Multiattack. The Berserker makes two attacks, only one of which can be a ranged attack.

Fiend Slasher Greatsword. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 10d6 + 12 slashing damage.

Hand Cannon. Ranged Weapon Attack: +7 to hit, reach 40 ft., one target. Hit: 6d6 bludgeoning damage and 5d8 fire damage. Must succeed on a DC 20 STR saving throw or be knocked prone. Costs 1 Action to refill.


BOSS ACTIONS

The boss can take 1 boss action. Only one boss action option can be used at a time and only at the end of another creature's turn. The boss regains its spent boss action at the start of the round.

Whirlwind Attack. 10 ft. radius. +10 to Hit. 6d12 slashing damage.


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A creature with the Boss Template applied to it.


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