AC 13 (Constitution)
HP 225 (30d8 + 90; bloodied 112)
Speed 40 ft.
Proficiency +2; Maneuver DC 12
Saving Throws Str +4, Dex +2, Con +5
Skills Athletics +4, Intimidation +3, Perception +2, Survival +2
Senses passive Perception 12
Languages any one
Bloodied Frenzy. While the berserker is bloodied, they make all attacks with advantage and all attacks against them are made with advantage .
Unarmored Defense. The berserker’s AC equals 10 + their Dexterity modifier + their Constitution modifier.
Area Vulnerability. The squad takes double damage from any effect that targets an area.
Squad Dispersal. When the squad is reduced to 0 hit points, it turns into 2 (1d4) berserkers with 22 hit points each.
Squad. The squad is composed of 5 or more berserkers. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The squad can move through any opening large enough for one Medium creature without squeezing.
Damage and Healing. Any action or trait that deals damage deals five times the usual damage, or half that if the squad is bloodied . Any action or trait that restores hit points restores five times the usual hit points, or half that if the squad is bloodied.
ACTIONS
Multiattack. The berserker horde attacks twice.
Greataxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing damage.
Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Berserkers are lightly-armored and heavily-armed shock troops. In battle, they tend to prefer charges and heroic single combats over formations and disciplined marches.
CR 0–2 1d8 warriors ; 1d4 dragonbound , shadow elf , or warhordling orc warriors ; berserker ; ork urk
Treasure ivory hunting horn (75 gp), potion of animal friendship
CR 3–4 1d4 + 4 dragonbound , shadow elf , or warhordling orc warriors ; warrior band ; 2 berserkers ; berserker with 1d6 + 2 warriors ; berserker with black bear , dire wolf , or druid ; ork urk with 1d6 + 2 warhordling orc warriors
Treasure dragon-tooth necklace (250 gp), eyes of the eagle
CR 5–10 3 to 4 berserkers riding axe beaks , camels , elk , or riding horses ; berserker with 2 warrior bands and brown bear , druid , or saber-toothed tiger ; 3 to 5 ork urks]; [[orc urk with 1d10 + 10 warhordling orc warriors ; warhordling orc war chief with 1d10 + 2 warhordling orc warriors ; champion warrior ; shadow elf champion warrior ; duelist ; shadow elf champion warrior with 1d10 + 2 shadow elf warriors
Treasure silver drinking ewer (250 gp), gold and spinel gemstone necklace (250 gp), 2 gold rings (75 gp each), 3 amber gemstones (100 gp each), potion of stone giant strength , boots of speed
CR 11–16 champion warrior with 4 to 6 berserkers ; warhordling orc war chief with warhordling orc eye , 2 ork urks , and 1d10 + 2 warhordling orc warriors ; 2 shadow elf champion warriors] with 1d10 5 [[shadow elf warrior
Treasure 1,400 gp, 5 amethyst gemstones (100 gp each), silver and topaz crown (2,500 gp), 2 potions of invisibility , Horn of Valhalla (bronze)
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.