Berserker Commander

Monster Manual (2025) p. 37

Size
Small
Type
humanoid
Alignment
neutral
AC
16
Initiative
5
Hit Points
136 (16d8+64)
Speed
walk 40 ft.
Saving Throws
Str +7, Con +7
Skills
Athletics +7, Perception +5
Condition Immunities
charmed, frightened
Passive Perception
15
Languages
Common
Challenge
8
Lineage
Berserker
Environment
any
STR
19
+4
DEX
14
+2
CON
19
+4
INT
10
+0
WIS
14
+2
CHA
9
−1

Traits

Proficiency Bonus

+3

Gear

Greataxe, Javelins (6)

Treasure

Armaments: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme. Individual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.

Size

Small, Medium

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.

Frenzied Rush (Bonus Action)

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.

Other data

description

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.