Berserker

- Size: Medium or Small
- Type: Humanoid
- Alignment: Neutral
- AC: 13
- Initiative: +1 (11)
- HP: 67 (9d8 + 27)
- Speed: 30 ft
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 16 | +3 | +3 |
| Dex | 12 | +1 | +1 |
| Con | 17 | +3 | +3 |
| INT | 9 | -1 | -1 |
| Wis | 11 | +0 | +0 |
| CHA | 9 | -1 | -1 |
- Gear: Greataxe, Hide Armor
- Senses: Passive Perception 10
- Languages: Common
- CR: 2 (XP 450; PB +2)
Traits
Bloodied Frenzy. While Bloodied, the berserker has Advantage on attack rolls and saving throws.
Actions
Greataxe. Melee Attack Roll: +5 , reach 5 ft . Hit: 9 (1d12 + 3) Slashing damage.
Lore & Background
Berserkers are warriors who have embraced a primal form of combat that channels raw fury and aggression. These fighters enter a battle trance that enhances their physical capabilities while suppressing their sense of pain and self-preservation. This state, known as berserker rage, transforms them into nearly unstoppable forces of destruction.
The berserker tradition often stems from cultural practices, religious beliefs, or traumatic experiences that have shaped individuals into living weapons. Some berserkers are part of warrior cultures that venerate battle and view rage as a sacred gift, while others are driven by personal loss or injustice that has consumed their rational thought.
Many berserkers struggle with the duality of their nature - the need to maintain control in civilized society while harboring an inner beast that craves violence and conflict. Some embrace this contradiction, while others fight against it, seeking balance or redemption for the destruction they've caused.
Combat Tactics
Berserkers excel at sustained melee combat, using their rage to push through injuries and continue fighting long after others would fall. They prefer direct confrontation and close-quarters combat where their enhanced strength and pain resistance provide maximum advantage.
When entering combat, berserkers typically activate their rage immediately, seeking to close with the most dangerous enemy as quickly as possible. They prioritize dealing maximum damage over tactical positioning, trusting their enhanced durability to carry them through the fight.
Their reckless fighting style can be both a strength and weakness - while their fury makes them formidable opponents, it also makes them predictable and vulnerable to tactical manipulation by clever enemies who can exploit their single-minded aggression.
Encounter Ideas
The Broken Warrior: A former soldier turned berserker after witnessing the destruction of their unit seeks either revenge against those responsible or a way to find peace.
The Tribal Champion: A berserker represents their clan in ritual combat or serves as a guardian of sacred sites, following ancient traditions and codes of honor.
The Rage Plague: A mysterious curse is causing normally peaceful people to fly into berserker rages, threatening the stability of entire communities.
The Last Stand: A berserker makes a final desperate defense of something precious, fighting against overwhelming odds with nothing but fury and determination.
Environmental Effects
Berserkers in rage create noticeable environmental impacts:
- Intimidating Presence: The berserker's rage is palpable, potentially causing fear in nearby creatures
- Destructive Path: Furniture, obstacles, and environmental features may be damaged or destroyed during combat
- Battlefield Chaos: The berserker's reckless attacks can create unpredictable hazards for everyone in the area
- Primal Atmosphere: The raw emotion and violence can affect the mood and behavior of witnesses
Treasure
Personal Weapons: Berserkers often carry weapons with sentimental value or practical modifications suited to their fighting style.
Cultural Artifacts: Items that reflect their tribal or cultural background, including totems, ritual objects, or ancestral heirlooms.
Battle Trophies: Evidence of previous victories, such as defeated enemies' weapons or tokens taken from memorable battles.
Rage Tokens: Magical items or substances that enhance or trigger berserker rage, potentially dangerous if misused.
Plot Hooks
The Pacification Quest: A berserker seeks to overcome their rage and find peace, requiring the party's help to break a curse, complete a ritual, or confront their past.
The Berserker School: An organization is training berserkers for unknown purposes, raising questions about their intentions and the potential consequences.
The Blood Debt: A berserker's past actions have consequences that catch up with them, forcing them to face the results of their rage-fueled decisions.
The Rage Artifact: A magical item that can induce berserker rage in anyone who touches it has been discovered, creating opportunities for both power and disaster.