# Rampager
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >bite: 1d8 (×2)
> >Melee/Ranged: +18/+15
> >Secondary: +13/+10
> >Multiattack: +16/+13
> >M/R_PA: +18/+15
> >2nd/PA: +13/+10
> >MA_PA: +16/+13
> >Itterative: 3
> > xDmg:: Str: +5; Str2: +7; StrOH: +2; StrPA: +5; StrPA2H: +7; StrPAOH: +2
> > xDCs:: Str: 22; Dex: 19; Con: 22; Int: 13; Wis: 19; Cha: 17
> > xFeat:: 4/7 (3)
> >
> >
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Rampager</div>
<div class="CR">CR 12 (19,200 XP)</div>
<div class="SOU">Monster Manual 2</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
CE Large Magical Beast
**Init** +2
**Senses** darkvision 60 ft., low-light vision; **Perception** +19
#### defense
**AC** 23, 11 touch, 21 flat-footed (+2 Dex, +12 natural, -1 size)
**hp** 140 (14d10+70)
**Fort** +14, **Refl** +11, **Will** +6
**Feint** 26, **Demoralize** 26
#### offense
**Speed** 50 ft.
**Melee** bite +5 (1d6+3)
**Space** 10 ft., **Reach** 5 ft.
**Special Attacks** armor damage, corrosive claws, fear aura, poison
#### statistics
**Str** 20, **Dex** 15, **Con** 21, **Int** 2, **Wis** 15, **Cha** 10
**BAB** +14, **CMB** +20, **CMD** 32, **TA** +18, **RTA** +15
**Feats** [[Awesome Blow]], [[Cleave]], [[Great Cleave]], [[Improved Bull Rush,Power Attack]]
**Skills** Perception +19
**Languages**
#### special abilities
### Armor Damage (Ex)
A rampager's teeth can catch and tear an opponent's armor. Whenever a rampager hits with a bite attack, it can make a sunder attempt against that creature's shield or armor as a free action without provoking an attack of opportunity.
### Corrosive Claws (Ex)
A rampager's claws are covered in a corossive acid that damages a creature's equipment. Each time a creature suffers damage from a rampager's claws, its clothing and armor take 1d6 points of acid damage. This damage hardness of metals that is less than 20. A DC 22 Reflex save prevents damage to clothing and armor.
### Fear Aura (Ex)
Each creature that is the target of a rampager's attack or is within 30 feet of such a target must succeed at a Will saving throw (DC 17) or become shaken. A shaken creature that is still within 30 feet of the rampager on its next turn must make a second Will saving throw (DC 17) to avoid becoming frightened (same penalties as shaken; must flee until beyond the 30-foot radius of the effect).
### Poison (Ex)
Injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1 Strength damage; cure 1 save. The DC save is Constitution-based.