Rampager (5e Creature)

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Rampager[edit]

Large monstrosity, chaotic evil


Armor Class 17 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 40 ft.


STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 20 (+5) 4 (-3) 15 (+2) 10 (+0)

Saving Throws Str +9, Con +9, Wis +6
Skills Perception +6
Damage Resistances poison; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities acid
Senses darkvision 60 ft., passive Perception 16
Languages
Challenge 12 (8,400 XP)


Fear Aura. Any creature hostile to the rampager that comes 40 feet of it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the rampager's fear aura for 24 hours.

Keen Smell. The rampager has advantage on Wisdom (Perception) checks that rely on smell.

Rampage. When the rampager reduces a creature to 0 hit points with a melee attack on its turn, the rampager can take a bonus action to move up to half its speed and make a bite attack.

Siege Monster. The rampager's attacks deal double damage to objects and structures.

ACTIONS

Multiattack. The rampager makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage and the target must make a DC 16 Constitution saving throw. On a failed save, the target takes 11 (3d6) poison damage, and the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 9 (2d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.


The rampagers, also known as so-ut to the people of the desert, are savage monsters who live to cause destruction and hate things created by civilized humanoids, such as metal weapons and armors. A rampager is a huge creature with six limbs and gray scales covering its whole body. These scales are unusually thick and almost impossible to cut through. The four rear legs are large round pads, while the two front legs have claws as long as daggers. The face is out of a nightmare, with long, dirty fangs and glowing red eyes. Its nose is similar to a vestigial horn, and they have small rounded ears. Its hearing is rather poor, but its sense of smell is acute.

Living Engines of Destruction. The origins of the rampagers are shrouded in mystery but there is a theory that they were created in some mad experiment by a sorcerer king. Rampagers are solitary, and thankfully rare, monsters. They wander through desert areas, searching for humans to devour and settlements to destroy. A rampager has an unexplained hatred for man-made creations and objects made of metal sends them into a destructive frenzy. The brutal and destructive nature of the rampagers and their toughness makes them prized creatures by the masters of gladiatorial fighting pits and they offer big rewards for those who manage to capture one alive.

Armored Behemoth. Rampagers feed on the flesh of their victims. After the rampager has destroyed all of the man-made gear in sight, it usually settles down to feed off of the bodies left in its wake. A rampager’s scales make excellent armor. A complete undamaged so-ut hide is worth as much as 100 gold pieces, but must be cured by a leatherworker and then fashioned by an armorer. Such armor can be made into a set of scale mail that provides as good a protection as metal chain mail. Unfortunately, it also weighs as much as metal chain mail and is just as uncomfortable in the heat of the day.

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