Enrage. When the berserker takes damage, its speed is increased by 10 feet until the end of its next turn. If enraged for 3 rounds, the berserker becomes blind with rage and start attacking the closest creature allies included, as long as its enraged.

Knocked Out. If a berserker hits with a critical attack target must make a Con Save DC 16 on a fail creature falls unconscious.

Siege Monster. The berserker deals double damage to objects and structures.

Actions

Multiattack. The berserker makes three attacks: two with its fist and one with its slam.

Fist. Melee Weapon Attack: +13 to hit, reach 5ft ., one target. Hit; 20 (3d8 + 7) bludgeoning damage.

Slam. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit 23 (3d10 + 7) bludgeoning damage. If the target is a creature it must succeed on a DC 21 Constitution saving throw or become stunned.

Frightful Presence. Each creature of the berserker's choice that is within 120 ft. of the alpha berserker and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the berserker's Frightful Presence for the next 24 hours.

Quake. The berserker slams its fists into the ground. Each creature on the ground within 20 feet of the berserker must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 45 (7d10 + 7) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone."