Berserker Commander

Medium or Small Humanoid, Neutral
Initiative +5 (15)
AC 16
HP 136 (16d8 + 64)
Speed 40 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
19
+4
+7
Dex
14
+2
+2
Con
19
+4
+7

Int
10
+0
+0
Wis
14
+2
+2
Cha
9
-1
-1

Skills Athletics +7, Perception +5
Immunities Charmed, Frightened
Gear Greataxe, six Javelins
Senses Passive Perception 15
Languages Common
CR 8 (XP 3 900; PB +3)
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.

Gripped by the adrenaline of battle, berserkers are reckless invaders, pit fighters, and other ferocious warriors.
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.
Habitat: Any
Treasure: Individual, Armaments
Monster Manual 2024
  1. DnD 2024 Monsters › Berserker Commander