Lunatics. Devotees. Zealots. The fanatics who serve Demogorgon have drowned in his dark madness and seek to bring more victims to His bottomless depths.
Medium humanoid, chaotic evil
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Hit Points 13 (2d8+4)
Speed 30 ft.
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Str Dex Con Int Wis Cha
15 (+2) 13 (+1) 14 (+2) 13 (+1) 14 (+2) 11 (+0)
15 (+2) 13 (+1) 14 (+2) 13 (+1) 14 (+2) 11 (+0)
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Skills Arcan +3, Athletics +4, Intimidation +2
Senses passive Perception 12
Languages Common, Abyssal
Challenge 1/4 (450 XP)
Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Challenge 1/4 (450 XP)
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Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Zeal. The cultist has advantage on Wisdom saving throws.
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ACTIONS
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Artificial Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) slashing damage.
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