Home >Bestiary >NPCs >NPCs (CR 3) >

Berserker Cannibal (Human Barbarian 4)

This howling berserker has milky white eyes and an enormous axe wielded by muscular arms.

Berserker Cannibal CR 3

XP 800
Human barbarian 4
CE Medium humanoid
Init +1; Senses Perception +11

DEFENSE

AC 13, touch 9, flat-footed 12 (+4 armor, +1 Dex, –2 rage)
hp 55 (4d12+24)
Fort +10, Ref +2, Will +6
Defensive Abilities trap sense +1, uncanny dodge

OFFENSE

Speed 30 ft.
Melee +1 greataxe +9 (1d12+7/×3)
Special Attacks rage (13 rounds/day), rage powers (animal fury, scent)

STATISTICS

Str 18, Dex 13, Con 22, Int 10, Wis 12, Cha 8
Base Atk +4; CMB +8; CMD 17
Feats Iron Will, Power Attack, Skill Focus (Perception)
Skills Climb +9, Intimidate +6, Perception +11, Stealth +3, Survival +8, Swim +9
Languages Skald
SQ fast movement

ECOLOGY

Environment any (Kalva)
Organization solitary, pair, or raid (3–12)
Treasure NPC gear (masterwork hide armor, +1 greataxe)

The people of Kalva are a brutal and merciless tribe of cannibalistic barbarians. While they are most often encountered on their desolate, dreary isle, their hunger sometimes drives them to nearby shorelines. That the Kalvamen are poor shipbuilders and even worse at navigation is a blessing, for it keeps them from being a greater danger than they already are. Nevertheless, enough of them make it to the mainland to cause problems, and the fact that they often wreck their ships in the process and thus become stranded makes them even more dangerous.

Often known as berserker cannibals, these degenerates delight in stalking, ambushing, and devouring foreign humanoids. Well practiced at hunting, berserker cannibals prefer to silently creep up on a victim before launching forward with gargling shrieks. Eager to dismember prey with their greataxes in a bloody frenzy, these berserkers tend to only use their javelins against flying creatures, or those that can outrun them.

Those unfortunate enough to survive the initial attack, or who make the poor choice to surrender to the berserkers, face a horrific fate. The berserkers drag living bounty back to their camps or caves, where they keep their prisoners “fresh” as long as possible by amputating and consuming their limbs one at a time.

Each tribe has a few members capable of forging high-quality weapons and armor. Iron and steel aren’t common, and when the metals do appear in their societies, shamans are quick to use them to forge magical greataxes for the berserkers.

While the berserkers spend much of their time roaming the island’s interior on the hunt for sentient creatures, they also take time to plant and harvest hidden fields of crops in the island’s rich volcanic soil. The crops serve as a contingency for times when the berserkers can find neither human nor beast to slaughter. The berserkers also gather lichens from the center of the island—not for nourishment, but because these can provide euphoric visions or fuel the berserkers’ battle rage. Continued consumption of these lichens is the cause of the berserkers’ white eyes.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Lands of the Linnorm Kings © 2011, Paizo Publishing, LLC; Authors: Matthew Goodall, Jonathan Keith, Colin McComb, and Rob McCreary.