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Black Hand Berserker CR: 5 (1800 XP)

Medium humanoid (chimp), neutral evil
Armor Class: 15 (unarmored defense)
Hit Points: 85 (9d12+27) 9d12+27
Speed: 35 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 20 ft

STR

18 +4

DEX

15 +2

CON

17 +3

INT

8 -1

WIS

10 +0

CHA

14 +2

Saving Throws: Str +7, Con +6
Skills: Animal Handling +3, Survival +3
Damage Resistances: bludgeoning, piercing, and slashing (from rage)
Senses: passive Perception 10
Languages: Common, Ape
Challenge Rating: 5 (1800 XP)

Brutal Critical. The berserker rolls one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.   Danger Sense. The berserker has advantage on Dexterity saving throws against effects that it can see while it is not blinded, deafened, or incapacitated.   Feral Instinct. The berserker has advantage on initiative rolls.   Reckless. At the start of its turn, the barbarian 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

Multiattack. The berserker makes two attacks with its greatclub.   Greatclub. Melee Weapon Attack: +7 1d20+7 to hit, reach 5ft, one target. Hit: 11 (1d8+7) 1d8+7 bludgeoning damage.   Rage (4/day). For one minute as a bonus action, the berserker gains advantage on Strength checks and Strength saving throws, deals an extra 3 damage on weapon attacks (included in the attack), and has resistance to bludgeoning, piercing, and slashing damage.


Created by

spywilliam123.

Statblock Type

Monster

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