Boar Berserker
blood-drenched flail-swinger of the boar-host's frenzy
Boar Berserker — The Encounter
blood-drenched flail-swinger of the boar-host's frenzy · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Boar Berserker
Berserkers are what the Barbarians become when the frenzy never lets go. Stripped of shields and often of armor, they wade into the enemy behind the charge, finishing what the wedge cracks open. The blood that cakes their hide is not their own, and they wear it deliberately, a visible tally that steadies the boar-host and unsteadies whoever faces it. Sergeants of the Army of Caledonian Boar loose the Berserkers into a broken flank the way one throws a torch into dry grass. They cannot be recalled and rarely want to be; a Berserker's only tactic is toward the wounded, and it prefers company only in the shape of more Berserkers. They fight and fall in packs, screaming.
Run Boar Berserker in Sixty Seconds
- Sic it on the wounded Blood Frenzy gives advantage against anything below full HP.
- Every hit locks a reaction so it shuts down counterspells, ripostes, and shield spells.
- It cannot be feared or charmed control effects that rely on those do nothing.
- When bloodied it deals an extra 1d6 and gets more dangerous, not less.
- Once per day Relentless keeps it up at 1 HP when it should have dropped.
Boar Berserker
Medium humanoid (boarfolk), chaotic neutral
CR 2 · 450 XP · GUIDELINEBlood Frenzy. The Berserker has advantage on melee attack rolls against any creature that does not have all its hit points. While below half its own hit points, it deals an extra 3 (1d6) damage with melee attacks (included below when bloodied).
Fearless. The Berserker cannot be charmed or frightened, and ignores the effects of being reduced to fewer than 0 remaining rage-turns; it simply fights on.
Actions
Multiattack. The Berserker makes two Spiked Flail attacks.
Spiked Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. A target it hits cannot use its reaction until the start of the Berserker's next turn.
Bonus Actions & Reactions
Relentless (Reaction). When the Berserker is reduced to 0 hit points by an attack, it can drop to 1 hit point instead (once per day).
Painted head to hoof in fresh blood, this boarfolk whirls a spiked ball-flail two-handed, past all reason and all fear.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Send it at whoever is already hurt; Blood Frenzy gives advantage on any damaged target. It flails to shut down reactions, then keeps swinging. When bloodied it hits harder, not softer, so do not expect it to flee.
Runs as a finisher pack behind the boar wedge. Loose two or three at a broken flank to swarm the wounded. They lock down healers and casters by denying reactions, and shrug off the first killing blow with Relentless.
Deploy in a screaming pack inside the host, never singly. They chase the bloodied and the isolated while the Defenders and Paladin hold the center. If a Berserker ends up alone it is only because its packmates already died.
Put Boar Berserker on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Boar Berserker?
At its native Tier 1 it is CR 2 (450 XP). Raise the AC, HP, to-hit, and save DC to the Tier 2 or Tier 3 line to threaten a higher-level party.
How does Boar Berserker fight alongside the rest of the Army of Caledonian Boar?
It is a finisher loosed behind the charge. The Barbarians crack the front, and Berserkers pour into the gap to butcher the wounded and pin down support, while heavier troops hold the line behind them.
Should I run one Berserker or several?
Several. They are pack fighters with no self-preservation, best used two or three at a time to swarm an isolated target. A lone Berserker is a speed bump; a pack is a crisis.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
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