Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek Conflict
wherever they can find it.
: 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.
: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.