AC 13 (Constitution)
HP 45 (6d8 + 18; bloodied 22)
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.
ACTIONS
Multiattack. The berserker 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.
Old Jovan is a dwarf berserker who was turned into a shambling mound in his younger years of adventuring. He traveled the swamps a long time until a traveling mystic was able to help turn him back, though unfortunately a hint of the smell remained. People are often understandably uncomfortable in his presence. Jovan is loyal to his adventuring companion Andrew Nemeth and likes Modrick well enough, but he’s becoming weary of chasing Bluestone .
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.