Beastfolk, Ragemongers (3.5e Race)
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There are some who say that the ragemongers are a chaos-corrupted offshoot of the Lawful Good Rhek of the plane of Arcadia (detailed in the Book of Exalted Deeds), cast out into the Prime Material Plane for their raw, uncontained rages and capacity for destruction when aroused. Whether this is true or not, the ragemongers do not say, but it is true that, when their ire is aroused, there are few forces more terrifying to behold.
Despite their reputation and their name, the ragemongers are actually quite peaceful, so long as they are left to their own devices and not bothered. They prefer lives of relative solitude, and do not go out of their way to bother others. However, while they are generally peaceful, ragemongers have a hair-trigger, and it takes only the slightest aggravation to set off the prodigious temper of these mighty beings. Even when dealing with each other, there are constant tests of strength that would leave a normal creature mortally wounded, but which only make the ragemongers more surly.
While the Rhek look like humans with rhino-like features, the ragemongers are far most bestial, with a heavy, horned rhino’s head atop an almost neckless body covered with thick, fleshy armor plates. Different bands of ragemongers vary in color
Ragemongers don’t really like anybody, but on the other hand, they don’t really hate anybody either. They wish only to be left to their own devices, and react with extreme violence to anybody who disturbs their solitude. The one exception to this rule are the birdfolk, in all their varieties. Since the ragemongers are limited to the ground only, and have generally poor vision, they are often willing to open relations with the birdfolk, and use the many avian races as scouts and advance warnings of danger, and in exchange are willing to provide assistance in battle to their feathered friends whenever called upon
The Chaotic Neutral alignment defines the ragemongers as a race, with their fierce preference for solitude and independence, their even more fierce capacity for violence, and their intense loyalty to their friends and their oaths, and nothing else.
Ragemongers live wherever they like, and nobody dares to object, except with vastly superior numbers. Fortunately for all involved, though, ragemongers prefer dry, flat plains near high cliffs and hilly country, where it is easy for their birdfolk allies to spot intruders, and where no other races have come to settle.
The gods are not important to the ragemongers, who have generally areligious, or even maltheistic, hating the gods for thrusting them into a world of constant conflict – or so they view the world. They do have a certain respect for Kord, however, and occasionally pay lip service to Erythnul, but by and large if a ragemonger takes to religion, it is as a druid, drawing strength from the elements rather than from any single, unreliable higher being.
Ragemongers speak Giant and Common, and start with them as automatic languages. Their bonus languages are Avian, Celestial, Draconic, Feline, Gnoll and Infernal.
Names are less than important for ragemongers, since they rarely talk to each other or to members of other species. Parents do not even bother to name their children, instead letting maturing ragemongers decide upon their own names when they feel a need for them. Names such as Spike, Grunt, Lily, and Oak are common for both sexes, with a preference for short, solid-sounding names, or ones (though still short and simple) that hint at a more sensitive individual hidden beneath the rough exterior.
Usually ragemongers are the epitome of surly solitude. However, an individual ragemonger may form a friendship or two with those of other races. In such rare cases, a ragemonger is fiercely loyal to the friend, and will follow them anywhere and into any hazard, even if it means taking up the uncomfortable life of an adventurer.
- +6 Strength, +4 Constitution, -2 Dexterity, -4 Intelligence, -2 Charisma
- Monstorus Humanoid
- Large-size: –1 size AC penalty, a –4 size penalty on Hide checks, +4 bonus on Grapple checks, and 10-foot reach
- Ragemonger base land speed is 40 feet:
- Natural Armor: +4 natural armor bonus.
- Instant Stability: Ragemongers are built for incredible hardiness, and their durable bodies stabilize automatically between -1 and -9 hit points, though they still die at -10 hit points as normal.
- Keen Scent: Can take Scent as a racial Feat.
- Poor Sight: -2 to all Spot checks.
- Natural Weapon: Horn (gore, 1d8 piercing damage, x2 when used in a charge)
- Automatic Languages: Common, Giant. Bonus Languages: Avian, Celestial, Draconic, Feline, Gnoll, Infernal.
- Favored Class: Barbarian.
- Level Adjustment: +2
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