Favoured weapons of criminal syndicates and vile warlords, chem-berserkers are encased in a protective suit and given stimulant drugs that can spur them into horrifying and violent action. Inured to pain and suffering, they move at near-lightning speed and can be controlled by their masters until they are unleashed upon their enemies, a blur of violence and wheezing. By the time an addict becomes a chem-berserker, their mind is all but lost, and many months of magical cures would be necessary for them to return to their normal state.
CHEM-BERSERKER Medium humanoid (any race), chaotic evil Armour Class 17 (half plate) Hit Points 45 (6d8 + 18) Speed 50ft. Str 19 (+4); Dex 19 (+4); Con 14 (+2); Int 4 (-3); Wis 11 (+0); Cha 1 (-5) Proficiency bonus +2 Damage Resistances Psychic; Bludgeoning, piercing and slashing Senses passive Perception 10 Languages Understand fragments of Common but can't speak Challenge 3 (700 XP) Lightning Speed. The chem-berserker can choose to use either the Dash action or a Blade attack as a bonus action each round. If a chem-berserker uses the Dash action, ranged attacks against it are made with disadvantage until the start of its next turn. Razor-Sharp. The chem-berserker's blade attacks score a critical hit on a roll of 19 or 20. Suit Components. The various chem-injection components of a chem-berserker's suit can be targeted by attacks. The three components each have an AC of 15 and 10 hit points, and for each one that is destroyed, the chem-berserker gains one level of exhaustion. The suit components are considered worn or held objects, and cannot be damaged by most area spells. ACTIONS Multiattack. The chem-berserker makes two blade attacks. Blade. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 9 (1d10 + 4) slashing damage. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
May 2022
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