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Habitat: Any; Treasure: Armaments, Individual

Berserker commanders bear the scars of battle and drive their followers to match their deadly zeal. These commanders tap into a primal magic to enhance their might.


Berserkers

Gripped by the adrenaline of battle, berserkers are reckless invaders, pit fighters, and other ferocious warriors.

Traits

Bloodied Frenzy. While Bloodied, the berserker has Advantage on attack rolls and saving throws.

Actions

Multiattack. The berserker makes three attacks, using Greataxe or Javelin in any combination.

Greataxe. Melee Attack Roll: +7, reach 5 ft. Hit: 10 (1d12 + 4) Slashing damage, plus 10 (3d6) Thunder damage to the target or another creature within 5 feet of the target.

Javelin. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 30/120 ft. Hit: 18 (4d6 + 4) Piercing damage, and the target’s Speed decreases by 5 feet until the start of the berserker’s next turn.

Bonus Actions

Frenzied Rush. Each ally within 30 feet of the berserker can take a Reaction to move up to half the ally’s Speed without provoking Opportunity Attacks. The berserker can also move up to half its Speed without provoking Opportunity Attacks.


Berserker Commander

Medium or Small Humanoid, Neutral
  • Armor Class 16
  • Hit Points 136 (16d8 + 64)
  • Speed 40 ft.
  • Initiative +5 (15)
STR
19 (4)
DEX
14 (2)
CON
19 (4)
INT
10 (0)
WIS
14 (2)
CHA
9 (-1)
  • Saving Throws Str +7, Dex +2, Con +7, Int +0, Wis +2, Cha -1
  • Skills Athletics +7, Perception +5
  • Condition Immunities Charmed, Frightened
  • Senses passive Perception 15
  • Languages Common
  • Challenge 8 (3900 XP)
  • Habitat Any
  • Treasure Armaments, Individual
  • Gear Greataxe, Javelins (6)
  • Bloodied Frenzy. While Bloodied, the berserker has Advantage on attack rolls and saving throws.

Actions


  • Multiattack. The berserker makes three attacks, using Greataxe or Javelin in any combination.
  • Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d12 + 4) Slashing damage. Plus 10 (or [[3d6]] (3d6)) Thunder damage to the target or another creature within 5 feet of the target.
  • Javelin (Melee). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (4d6 + 4) Piercing damage. The target's Speed decreases by 5 feet until the start of the berserker's next turn.
  • Javelin (Ranged). Ranged Weapon Attack: +7 to hit, reach 30/120 ft., one target. Hit: (4d6 + 4) Piercing damage. The target's Speed decreases by 5 feet until the start of the berserker's next turn.
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