Berserk (5e Creature)

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Berserk, the First Undefeated[edit]

Medium construct, chaotic neutral


Armor Class 25 (Berserk's Armor)
Hit Points 725 (50d8 + 500)
Speed 60 ft., climb 60 ft., swim 60 ft.


STR DEX CON INT WIS CHA
30 (+10) 27 (+8) 30 (+10) 22 (+6) 23 (+6) 21 (+5)

Saving Throws Str +19, Dex +17, Con +19, Wis +15
Skills Acrobatics +17, Athletics +28, History +15, Perception +15, Survival +24
Damage Resistances fire, necrotic, psychic
Damage Immunities cold, poison; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned
Senses blindsight 120 ft., passive Perception 25
Languages Common, Dwarvish, Elvish, Draconic, Giant
Challenge 30 (155,000 XP)


Immutable Form. Berserk is immune to any spell or effect that would alter his form.

Magic Weapons. Berserk's attacks are magical.

Legendary Resistance (3/Day). If Berserk fails a saving throw, he can choose to succeed instead.

Martial Godhood. Berserk deals an additional 16 (3d10) damage of type associated with weapon he uses on every attack he makes (included in the attack descriptions).

Spellcasting. Berserk's innate spellcasting ability is Charisma (spell save DC 22). Berserk can innately cast the following spells, requiring no material components:

At will: blinding smite, heat metal, misty step
1/day each: antimagic field, earthquake

Fair Fight. Every attack roll, ability check and saving throw Berserk makes, is made against him or he forces a creature to make cannot benefit from advantage or disadvantage. Additionally, Berserk is immune to any spell or effect that would decrease his ability scores, hit points maximum, or movement speed in any way, would reduce him to 0 hit points without dealing damage or killed him outright.

Undefeated (Recharges after a Short or Long Rest). If Berserk would be reduced to 0 hit points, his current hit point total instead resets to 200 hit points, he regains any expended uses of Legendary Resistance and Spellcasting. Additionally he gains damage threshold of 30 and regains 30 hit points at the start of each of his turns. This effect ends when Berserk finishes a short or long rest.

ACTIONS

Multiattack. Berserk makes four attacks. In place of one attack, he can use Weapon Takeover. He can substitute first of his attacks in a turn with his Weapon Takeover if he does not have any weapons, or is presented with one better than the one he currently uses.

Fist. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 16 (1d12 + 10 + 3d10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Rock. Ranged Weapon Attack: +19 to hit, range 60/240 ft., one target. Hit: 31 (4d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Taken Weapon. Melee Weapon Attack: +19 + any bonus weapon provide to hit, reach: weapon's reach, minimum of 5 ft., one target. Hit: damage of the weapon + 10 plus 16 (3d10) bludgeoning damage. If the weapon used is a magical item of very rare rarity or lower, roll a d20. On a roll of 5 or lower weapon breaks, loses its properties and cannot be used again.

Weapon Takeover. A creature wielding a weapon that is 5 feet away from Berserk is forced to make a Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use) contested with Berserk's Strength (Athletics) check. If the targeted creature fails, Berserk takes away its weapon.


LEGENDARY ACTIONS

Berserk can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Berserk regains spent legendary actions at the start of his turn.

Mighty Jump. Berserk jumps up to 120 feet. Berserk may make one grapple attempt before or after the jump.
Attack. Berserk makes one fist, rock or taken weapon attack.
Inflamed (Costs 2 actions). Berserk starts emiting great amounts of heat. Until the end of his next turn, each creature that hit him with melee attack, or starts its turn within 10 feet of him takes 7 (2d6) fire damage.
At Will (Costs 2 Actions). Berserk casts one of his at-will spells.

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You wanted to challenge me, ME? Of all the possible deaths, you picked the most unavoidable one. Art by [[1]]

Once, there lived a man. Fighters could study his battles, barbarians would pray to him for strength, martial artists could only awe in presence of his agility. Beast of battle, unstoppable engine of destruction, pinnacle of a warrior. Berserk, the First Undefeated. His unyelding attitude and martial prowess earned him attention of particular primordial, Blazing Rorn of the Fury. Through years the two of them became great friends, to the point that Rorn shared some of his inextinguishable rage, that burned brightly on the two of them. None, one or many, could hope to topple his martial might. But where others fail, one come always on top. Time. After learning that Rorn lost eye to a flight of dragons and went into deep slumber, and Aber and Toril were separated, Berserk sought to find his firend and reunite with him. But years went by, and age started to break the undefeated warrior, unsuccesfull in his quest, so he turned to a vicked, lonely man, cursed to live till the end of the time. He agreed to help the warrior in continuing his pursuit. This was not a compassionate man however, he dragged Berserk into his own madness of eternal life, forging him into a set of armor. Iron from his blood, strings from his hair, unstoppable burning rage from his soul. An item that would make a mere peasant equivalent to an army; indestructible and irreformable; knowing nothing else than war; sentient, and mad from passing of time: Berserk's Armor.

Normally Berserk never involves himself with those who wear him, leaving their fate in their own ability to preserve it. Even when he is broken into pieces and melted down he remains dormant, knowing all too well that in time, he will be reforged anew. Only when his existence, his very soul is threatened, Berserk emerges, binding himself from his iron body and flaming desire to battle. He fights to win, showing no remorse or hesitation in putting others down. He likes to show his foes just how dependent they are on their weapons, often prying them from his enemies and using them against them. But only the mightiest items can withstand the unreal power he strikes with, breaking even strong magical weapons in the process. Even though he loves the thrill of battle, this is not a reason to lose his head; the methodical and logical way of combat is the only one Berserk uses, pushing advantages wherever he can, at the same time abiding by his own image of fairness. When pushed to the limit, the very concept of invincibility bolsters him, allowing him to shrug all but the mightiest of blows, and his desire to win pushes him ever further to break his enemies.

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