Berserker

Medium humanoid (any race), any chaotic alignment

Armor Class
13 (hide armor)
Hit Points
67 (9d8 + 27)
Speed
30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
17 (+3)
INT
9 (โˆ’1)
WIS
11 (+0)
CHA
9 (โˆ’1)
Senses
passive Perception 10
Languages
any one language (usually Common)
Challenge
2 (450 XP)

Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict wherever they can find it.

Running this fight? Add the berserker to the initiative tracker: type its name and the AC, hit points and initiative bonus fill in, and the book button shows this stat block mid-fight.

This page includes material from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.