Valda's Spire of Secrets
Berserker Cohort CR: 1/4
Medium humanoid (any race), any alignment
Armor Class: 14 (Unarmored Defense)
Hit Points: 13 (2d8 + 4)
Speed:
30 ft.
Saving Throws: Str +4, Con +4
Skills: Athletics +4, Survival +3
Senses: passive Perception 10
Languages: Common, plus any one Language
Challenge Rating: 1/4
( 50 XP)
Proficiency Bonus: +2
Unarmored Defense. While the berserker is wearing no armor and wie lding no shield, its AC includes in Constitution modifier.
While following the command of a captain, the berserker gains additional abilities based on the captain's level:
2nd. Rage (Recharges after a Long Rest). As a bonus action, the berserker can enter a rage that lasts for 1 minute. The rage ends early if the berserker is knocked unconscious or if its turn ends and it hasn't attacked a hostile creature or taken damage since its last turn. While raging, the berserker gains the following benefits:
- The berserker has advantage on Strength checks and Strength saving throws.
- The berserker deals an extra 2 damage when it hits a target with a melee weapon attack.
- The berserker has resistance to bludgeoning, piercing, and slashing damage.
6th. Relentless (Recharges after a Long Rest). If the berserker is reduced to 0 hit points but not killed outright, it can drop to 1 hit point instead.
10th. Rage. The berserker can rage twice before requiring a long rest, and it deals an extra 3 damage when it hits a target with a melee weapon attack while raging.
14th. Brutal Critical. The berserker deals one extra die of damage on a critical hit.
18th. Rage. The berserker can rage three times before requiring a long rest, and it deals an extra 4 damage when it hits a target with a melee weapon attack while raging.
Actions
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.