# Ragewalker
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >longswords: 2d6 (19-20/×2)
> >claws: 1d6 (×2)
> >Melee/Ranged: +14/+17
> >Secondary: +9/+12
> >Multiattack: +12/+15
> >M/R_PA: +14/+17
> >2nd/PA: +9/+12
> >MA_PA: +12/+15
> >Itterative: 3
> > xDmg:: Str: +4; Str2: +6; StrOH: +2; StrPA: +4; StrPA2H: +6; StrPAOH: +2
> > xDCs:: Str: 25; Dex: 28; Con: 25; Int: 21; Wis: 23; Cha: 28
> > xFeat:: 8/11 (3)
> >
> >
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Ragewalker</div>
<div class="CR">CR 14 (38,400 XP)</div>
<div class="SOU">Monster Manual 3</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
NE Large Fey
**Init** +11
**Senses** low-light vision; **Perception** +27
#### defense
**AC** 28, 16 touch, 21 flat-footed (+6 armor, +7 Dex, +6 natural, -1 size)
**hp** 154 (22d6+88); fast healing 5
**Fort** +13, **Refl** +20, **Will** +15
**Feint** 37, **Demoralize** 34
**DR** 10/cold iron; **SR** 25
#### offense
**Speed** 50 ft.
**Melee** 6 longswords +25 (2d6+3/19-20) or 2 claws +22 (1d6+4)
**Space** 10 ft., **Reach** 10 ft. (20 ft. with spiked chain)
**Special Attacks** channel magical energy, grafted armor, induce blood frenzy, repel missiles, weapon cloud
**Spell-Like Abilities** (CL 20th; Concentration +27)
> **3/day**— blade barrier (DC 23), bull's strength, greater magic weapon, wall of fire
> At will — befuddle (DC 11)
> 3/day — burst, skate
#### statistics
**Str** 19, **Dex** 25, **Con** 19, **Int** 10, **Wis** 14, **Cha** 24
**BAB** +11, **CMB** +16, **CMD** 33, **TA** +14, **RTA** +17
**Feats** [[Combat Reflexes]], [[Empower Spell-like Ability (blade barrier), [[Empower Spell-like Ability (wall of fire), [[Great Fortitude]], [[Improved Initiative]], [[Quicken Spell-Like Ability (blade barrier), [[Quicken Spell-Like Ability (wall of fire), [[Weapon Finesse]]
**Skills** Acrobatics +32 (+8 when jumping), Diplomacy +32, Intimidate +29, Perception +27, Sense Motive +27, Stealth +30
**Languages**
#### special abilities
### Channel Magical Energy (Su)
A ragewalker can channel magical energy in a manner similar to a cleric's channel energy ability. This ability affects living spells and summoned creatures, astral constructs, animated objects, and similar creatures created by onging spell effects. A ragewalker can freely choose to channel to heal or harm such creatures each time it channels megical energy. A ragewalker channels energy as a cleric with a level equal to its hit dice.
### Grafted Armor (Ex)
A ragewalker wears armor it has scavenged from countless battlefields. This armor provides significant protection in combat, but it imposes no maximum Dexterity bonus, no armor check penalty, no movement penalty, and no arcane spell failure chance. Other creatures, even other ragewalkers, cannot wear ragewalker's armor.
### Induce Blood Frenzy (Su)
Any creature coming within 10 feet of a ragewalker must succeed at a DC 28 Will save or fly into a mindless killing frenzy. Any creature that fails its saving throw gains a +2 bonus to Strength and takes a -2 penalty to AC. Affected creatures become unable to distinguish friend from foe and must make a melee attack against the nearest creature each round (using a full attack if possible, or charging if appropriate). An affected creature is incoherent and cannot talk, cast spells, or otherwise communicate for the duration of the effect. It remains in a frenzy for a number of rounds equal to 10 minus its Wisdom bonus (minimum 1 round), even if the ragewalker is dead or no longer present. This is a mind-affecting ability. The save DC is Charisma-based.
### Repel Missiles (Su)
Any time a thrown or projectile weapon is used against a ragewalker, the weapon instead turns and could strike the wielder. The attacker compares his attack roll against his own Armor Class, figuring the attack's success and damage as if he had attacked himself. Ranged weapons with epic enhancement bonuses are not affected by this ability.
### Weapon Cloud (Su)
Ragewalkers are surrounded at all times by a cloud of flying, whirling weapons. This cloud deals 2d6 points of slashing damage each round to any creature adjacent to the ragewalker. Damage reduction applies to this damage. Ragewalkers embody ferocious combat, yet they prefer to bring about such conflict in others rather than directly engage in melee. A ragewalker uses its powerful supernatural abilities to turn its foes against one another. It then uses its spell-Like Abilities to divide the battlefield to its liking, isolating small groups of foes and then moving in to destroy them.