Small/Medium humanoid, neutral
- Armor Class
- undefined
- Hit Points
- 7 plus seven times your Captain level (the berserker has a number of Hit Dice [d8s] equal to your Captain level)
- Speed
- 30 ft.
- Proficiency Bonus
- equals your Proficiency Bonus
- Saving Throws
- Con 2+PB, Str 3+PB
- Skills
- Survival +2, Athletics +5
- Senses
- passive Perception 10
- Languages
- Common plus one other language
Traits
Simple and Martial weapons; Shields
Martial Excellence. The berserker has a +1 bonus to its attack and damage rolls. This bonus increases to +2 at Captain level 9, and +3 at Captain level 13.
Bloodied Resolve. While Bloodied, the berserker has Resistance to Bludgeoning, Piercing, and Slashing damage.
Actions
Melee Attack Roll: Bonus equals your Charisma modifier plus your Proficiency Bonus, reach 5 ft. Hit: 1d12 plus your Charisma modifier Slashing damage.
Melee or Ranged Attack Roll: Bonus equals your Charisma modifier plus your Proficiency Bonus, reach 5 ft or range 20/60 ft. Hit: 1d6 plus your Charisma modifier Slashing damage.
Bonus Actions
Adrenaline Burst. The berserker gains Temporary Hit Points equal to half your Captain level.
Furious Strike. The berserker deals 1d10 extra damage on a hit with a weapon. The damage is the same type dealt by the weapon.
Reactions
Retaliation. Trigger: A creature within 5 feet of the berserker deals damage to it. The berserker makes one melee attack.