# 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.