Free interactive D&D 5e SRD stat block

Berserker

Medium Humanoid, CR 2, AC 13, 67 HP. Neutral.

Medium Humanoid, Neutral

AC
13
Initiative
+1 (11)
HP
67 (9d8+27)
Speed
30 ft.
ScoreModSave
STR 16 +3 +3
DEX 12 +1 +1
CON 17 +3 +3
INT 9 -1 -1
WIS 11 +0 +0
CHA 9 -1 -1
Senses
Passive Perception 10
Languages
Common
CR
2 (XP 450; PB +2)
Gear
Greataxe, Hide Armor

Traits

Bloodied Frenzy. While Bloodied, the berserker has Advantage on attack rolls and saving throws.

Actions

Greataxe. Melee Attack Roll: +5, reach 5 ft. Hit: 9 (1d12+3) Slashing damage.

How to run Berserker

A berserker is a CR 2 humanoid with a greataxe, 67 HP, and exactly one rule that matters: Bloodied Frenzy. Once you knock them under half HP, they have Advantage on attack rolls and saving throws for the rest of the fight. The encounter math flips at that moment, and the party should feel it.

Run berserkers in groups of three to five against a low-tier party. They have no ranged option and no special movement, so they walk forward at 30 ft. and swing. Greataxe is +5 to hit for 9 average slashing on a 1d12. That's a fine first-round hit, but the real threat is what happens after the cleric drops one to half. With Advantage on attack rolls, that 1d12 starts landing crits, and Advantage on saves means your party's wizard cannot reliably Hold Person them off. Don't bother with formations or flanking. These are people who picked up the biggest axe in the camp and ran at the loudest noise.

Target the spellcasters. A berserker has Int 9 and no tactical training, but it has eyes, and the wizard is the one in robes throwing fire. Have them ignore opportunity attacks to close, since the chance of dying mid-charge is worth less to them than the chance of reaching the soft target. Berserkers do not retreat. They do not surrender. The fight ends when they hit 0 or when the last of them goes down. If the party tries to take prisoners, the berserkers spit blood and attack until unconscious.

Drop the AC 13 in someone's face. These are not strategists. They are the noise that the players' good plans break against. Pair them with a single hobgoblin or bandit captain to give the players someone to actually talk to.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
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