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.
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.