Berserker: Heracles (5e Creature)

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Berserker: Heracles[edit]

Large humanoid (demigod), chaotic neutral


Armor Class 25
Hit Points 620 (40d10 + 400)
Speed 40 ft.


STR DEX CON INT WIS CHA
30 (+10) 20 (+5) 30 (+10) 6 (-2) 10 (+0) 30 (+10)

Saving Throws Str +18, Dex +13, Con +18
Proficiency Bonus +8
Damage Vulnerabilities acid, poison
Damage Resistances cold, fire, necrotic, radiant; bludgeoning, piercing, and slashing from magical attacks
Damage Immunities lightning, psychic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, frightened
Senses passive Perception 10
Languages understands the commands of his master but can't speak
Challenge 25 (75,000 XP)


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

Death Of A Legend. The poisonous blood of a centaur killed Heracles in life and ended his legends, as a result any attack made with centaur blood will always do an equal amount of poison damage, be a critical hit, and bypass Heracles damage resistance or immunity and the added immunity from god hand b after he has been killed.

Mad Enhancement B. Heracles has advantage on all Strength and Constitution saving throws and ability checks and does an additional 8 bludgeoning damage with all attacks (already included in attack).

Eye of the Mind (False) B. Heracles has advantage on initiative and all Dexterity saving throws and can act normally even if surprised.

Battle Continuation A. If Heracles would be reduced to 0 hit points but would not be killed outright he can make a DC 10 Constitution saving throw to be reduced to 1 hit points instead, this DC is increased by 5 each time this feature is used but resets if Heracles is killed and revived by god hand b, Heracles regains 15 hit points at the start of each of his turns if his hit points is above 0.

Divinity A. Heracles adds 2d6 to the results of all saving throws and ability checks and ignores resistance to damage from his attacks.

Valour A+. Heracles attacks are critical hits on rolls of 15 or higher and do an additional 4d8 bludgeoning or slashing damage.

God Hand B. Heracles is immune to all damage from spells of 6th level or lower or magic items of rare or lower rarity, regains all hit points when killed until he has been killed 12 times, and gains immunity to any spell or attack used to kill him previously.

ACTIONS

Multiattack. Heracles makes five attacks.

Nameless Axe-Sword. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage plus 16 (3d10) bludgeoning damage.

BONUS ACTIONS

Mad Assault. Heracles makes an attack with his axe-sword.

REACTIONS

Enraged Retribution. Heracles can make an attack on a target within 10 feet when he takes damage.

LEGENDARY ACTIONS

Heracles 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. Heracles regains spent legendary actions at the start of his turn.

Command Seal: Move. Heracles moves up to his speed.
Command Seal: Heal (Costs 2 Actions). Heracles regains 50 hit points.
Nine Lives: Shooting The Hundred Heads (Costs 3 Actions). Heracles makes 9 attacks on creatures within 30 feet of him.

Heracles was the greatest hero in Greek mythology. He was a demigod born from Zeus and a human woman. Heracles was known for superhuman strength and skill in life but was constantly plagued by madness throughout his life.

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