Rampage (3.5e Template)

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Author: Eiji-kun (talk)
Date Created: 7-14-11
Status: Complete
Editing: Clarity edits only please
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Rampage[edit]

Kyrraaaaaaaaiiiiighhhhh!!!! There goes the city again.

Through inherent nature or magical and scientific accident, you can transform into a giant, and uncontrolled, monster. Those with the rampage template are often vexed by their nature, fearful of transforming into a monstrous beast who will run uncontrolled in the streets, destroying everything they hold dear. They try to suppress the inner beast, but eventually their trigger will find them, and there will be nothing left in their wake.

The properties from this template only apply when the creature is in a "rampage", except for gaining the shapechanger subtype and the ability to enter a rampage.

Creating a Rampage[edit]

This template can either be acquired (usually through magical or scientific mishap) or inherited. It may be applied to any corporeal humanoid-shaped living creature size Huge or smaller (which includes many Outsiders, Monstrous Humanoids, and similar creatures).

Size and Type[edit]

In their base form, there is no size or type changes, but creatures gain the Shapechanger subtype. They do not gain any other benefit from the template until they enter a "rampage". When rampaging, their size increases by three categories (maximum Titanic).

A rampaging creature can be highly varied in appearance and look nothing at all like their base form. A human could turn into Godzilla. An elf could turn into a building-sized were-rat. An orc can turn into King Kong. Though they rarely appear anything like their original forms, their type does not actually change.

Speed[edit]

Expanded Movement: Through physical changes, the creature has gained one new movement mode, chosen from below.

Burrowing: The creature gains a burrow speed equal to its land speed. It can leave behind a tunnel for others by moving at half speed. It also gains tremorsense out to 60 feet.

Climbing: The creature gains a climb speed equal to its land speed. It is not flat-footed and may continue to fight so long as one hand is holding on. It can take 10 on Climb checks and gains a +8 racial bonus to climb checks.

Flying: The creature gains a fly speed equal to twice its land speed, with poor maneuverability.

Running: The creature is unusually swift; it gains a +30-foot increase to its land speed, as well as the Run feat.

Swimming: The creature can move twice its land speed while swimming. It can take 10 on Swim checks and gains a +8 racial bonus to Swim checks. It may also breath water.

Armor Class[edit]

The rampaging creature gains a natural armor bonus associated with its new size, as listed below on Table: Size Changes.

Attack[edit]

Natural Weapons: The rampaging creature gains a slam attack, which deals 1d6 + Str points of damage for medium creatures. They may use it as a manufactured weapon, gaining extra attacks from having a high BAB.

They also gain a bite attack which deals 1d8 + Str damage as a secondary natural weapon.

If they are at least Huge size, their natural attacks count as siege weapons for the purpose of dealing damage to structures and buildings. They deal full damage before hardness is applied.

Special Attacks[edit]

Rampage Attacks: Rampaging creatures often have a varied background and thus a few unique powers. Select two of the powers from the list below.

Devour: The creature gains Improved Grab with their bite attack, and Swallow Whole. They may swallow a creature up to two size categories smaller, fitting in twice as many as before for each size category down (for example a gargauntaun rampager can swallow one large creature, two medium creatures, four small creatures, and so forth). Inside creatures take damage equal to twice their bite damage every round, half bludgeoning and half acid. They may escape by dealing damage to the stomach wall (AC 10 + 1/2 your natural armor + your Con modifier), dealing three times your HD in damage. Muscular action closes the hole afterwards.

Energy Aura: Your body is surrounded by energy, dealing 1d6 points of damage with all your natural attacks, for anyone grappling you, or anyone hitting you with a non-reach non-ranged weapon. At 5 HD and every 5 HD after, you gain another +1d6 points of damage.

You may select your aura to deal a particular type of elemental energy instead. Acid deals 1d8 damage against stone creatures. Cold reduces the speed of creatures affected by 5 feet (minimum 5 feet) for 1 round. Electrical deals 1d8 damage against metallic creatures or creatures wearing medium or heavy metal armor. Fire deals 1d8 damage all the time. Sonic deals 1d4 damage, but ignores hardness.

Energy Breath: You gain a breath weapon useable every 1d4 rounds, which deals 1d6 points of damage per HD. It may either be a line 10 feet long per HD, or a cone 5 feet long per HD; both grant a Reflex save for half, DC 10 + ½ HD + Con. Once chosen, it cannot be changed.

You may select your aura to deal a partiular type of elemental energy instead. Acid deals 1d8 damage against stone creatures. Cold deals 1d6+1 damage per die and the saving throw is a Fortitude save. Electric has a +2 DC against metallic creatures and creatures with medium or heavy metal armor. Fire deals 1d8 damage per die. Sonic deals 1d4 damage per die, but ignores hardness.

Juggernaut: You gain the Trample ability. In addition, whenever you are moving, you may attempt to sunder obstructions in your way as a free action; if successful, you continue to move. You gain a +4 bonus on checks made to break objects. If you fail, your movement ends there.

Stomp: You slam into the ground, causing an earthquake. As a standard action, you can force creatures in a 5ft radius per HD to make a Reflex save, DC 10 + ½ HD + Str, or fall prone and take 1d10 nonlethal damage, save negates prone and halves the damage. If you are within 5 feet of a creature you can stomp on the creature, and if they fail the save, they take your slam damage as well plus 2d10 points of damage for every size category you exceed them.

Special Qualities[edit]

Damage Reduction: The rampaging creature gains DR 1/magic for every point of HD they possess.

Immune to Conventional Projectiles (Ex): Rampaging creatures are treated much like buildings. They are immune to physical ranged weapons. They take full damage from siege weapons and unusually large weapons like giant thrown rocks. It is perhaps for this reason alone that rampaging creatures are so devestating, as the common man cannot deal much damage to it without getting close.

Rampage: The key of any rampaging creature, rampages trigger their transformation from a normal humanoid being into a monstrous beast. All rampages have a trigger, often something like observing the full moon, being in the presence of a certain symbol, or ingesting a type of formula. Whatever the cause, certain things happen when exposed to their trigger condition.

The creature gains a Will save, DC 15 + ½ HD, to resist the effect by managing to look away, spit out the formula, or otherwise prevent the transformation. If they fail, which they may fail willingly, they transform, gaining the rest of the benefits of the template, enlarging in size, and going berserk. They lose all sense of friend and foe and go about destroying everything they can get their hands on. In a rampage, the creature only has a vague semblance of who they were, and so they might pursue goals the character would, but in a base, beastal, id-driven manner with no morals or care. If the rampaging creature is about to perform an act grossly against their character, such as eating a teammate they like, they gain another Will save to resist the effect. This does not end the rampage, but does force them to not perform that particular act.

While in a rampage, the creature is effectively in a rage, gaining the rage benefits (and penalties) of a barbarian of their HD, as well as the bonuses from increased size (see below). In addition, the creature is immune to mind-affecting effects. This does not stack with rage, nor does it count as rage for the purposes of pre-requisites.

Rampages last for as long as the triggering substance is present, and for 30 minutes afterward. If the triggering substance is no longer present, others may attempt to calm them and provoke another Will save to resist. Regardless if they were calmed down by others or it ended on its own, the creature must succeed on a Fortitude save (same DC) or become exhausted (bypassing any immunities to exhaustion) and cannot transform again until they get 8 hours of rest. On a successful save, they are fatigued for 30 minutes (again bypassing immunities), and may transform again once the fatigue is lifted.

Size Increase: When a creature enters a rampage, they increase three size catagories, up to a maximum of Titanic (aka Colossal+). Consult the table below for the benefits and penalties to size changes. Changes are cumulative, and can never bring an ability score below 1.

Size Changes
Old Size New Size Str Dex Con Natural Armor AC/Attack
Fine Diminutive +2 −2 +2 +1 −4
Diminutive Tiny +2 −2 +2 +1 −2
Tiny Small +2 −2 +2 +2 −1
Small Medium +2 −2 +2 +2 −1
Medium Large +2 −2 +2 +2 −1
Large Huge +2 −2 +2 +2 −1
Huge Gargantuan +4 −2 +4 +3 −2
Gargantuan Colossal +8 −2 +8 +5 −4
Colossal Titanic +16 −2 +16 +9 −8

For example, a medium creature would gain +8 str, −6 dex, +8 con, +7 natural armor, and take a −4 size penalty to attack and AC, not including the rage-like benefits from rampage (see above).

Vitality: When entering a rampage, the creature gains 5 temporary hp per HD. These temporary hit points vanish when the rampage ends.

Environment[edit]

As base creature.

Organization[edit]

As base creature.

Challenge Rating[edit]

While rampaging, +3 CR.

Treasure[edit]

As base creature.

Alignment[edit]

As base creature, but typically one step more chaotic and non-good while rampaging.

Advancement[edit]

As base creature.

Level Adjustment[edit]

+3

Sanity Retained[edit]

Rarely, it may be possible to find a way to retain your sanity while transformed. While the normal template removes your sense of friend and foe, if you find a way to retain your sanity, you can act normally. If you retain your sanity, you lose the immunity to mind-affecting effects, though retain the benefit to Will saves from your rage-like rampage.



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Eiji-kun's Homebrew (5608 Articles)
Eiji-kunv
AuthorEiji-kun +
Identifier3.5e Template +
Level Adjustment3 +
RatingUnrated +
SummaryThrough inherent nature or magical and scientific accident, you can transform into a giant, and uncontrolled, monster. +
TitleRampage +