Rage of the Land (3.5e Monster)
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Rage of the Land | |
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Size/Type: | Large Elemental (Air, Earth, Fire, Water) |
Hit Dice: | 9d8+45 (117 hp) |
Initiative: | +4 |
Speed: | 40 ft, burrow 20 ft, fly 40 ft (good), swim 40 ft |
Armor Class: | 26 (+4 dex, +13 natural, -1 size), touch 13, flat-footed 22 |
Base Attack/Grapple: | +6/+18 |
Attack: | Slam +17 melee (1d8+8, 20/x2) |
Full Attack: | Six Slams +17 melee (1d8+8, 20/x2) |
Space/Reach: | 10 ft./10 ft. |
Special Attacks: | Elemental Offense, Geomancy |
Special Qualities: | Cry of the Planet (DC 17), Darkvision 60 ft, DR 10/magic, Elemental Defense, Elemental Traits, Extraordinary Health, Gaia Core, Immune to Fire, Unstable Form, Vulnerability to Cold |
Saves: | Fort +11, Ref +10, Will +12 |
Abilities: | Str 27, Dex 19, Con 21, Int 10, Wis 22, Cha 16 |
Skills: | Listen +12, Spot +12, Survival +18 |
Feats: | Power AttackB, TrackB, Combat Reflexes, Improved Sunder, Cleave, Stand Still |
Environment: | Any natural terrain |
Organization: | Solitary or Phenomenon (2-6) |
Challenge Rating: | 9 |
Treasure: | None |
Alignment: | Often Chaotic Evil |
Advancement: | 10-18 HD (Large), 19-27 (Huge) |
Level Adjustment: | — |
A orb of chaotic elemental energies appears, a swirling mass of fire, earth, wind, and water. With a rumbling wail, the ground shakes and the terrain swirls around it, forming a humanoid figure with four oversized extra arms and eyes full of rage. It has no face, and the chaotic orb lies within its chest like a beating heart.
The rage of the land is the manifestation of hate and rage of the spirit of nature, a corruption with similarities to a ghost. Born from some great offense against nature, the rage of the land manifests using the local materials to build itself a body. Even if its corporeal form is slain, it will eventually respawn over and over until the source of the land's anger has been abated. In its natural form, the rage of the land is an invincible incorporeal miasma of elemental energies. It can do nothing until it manifests a body, transforming into a crude humanoid with ribbons of elemental energy flowing within like blood. It attacks without mercy, and poses a threat to all.
The rage of the land understands all elemental languages (aquan, auran, ignan, and terrain) but does not speak. Its weight varies on material, but usually stands 8 feet tall and several hundred pounds.
Combat[edit]
The rage of the land constantly releases its Cry of the Planet whenever manifested. It attacks as if it were a raging barbarian, splitting up melee attacks with its geomancy as it sees fit. The only limit to its rage is that it rarely pursues creatures outside of the territory in which it was created.
Cry of the Planet (Su): An angry howl constantly emits from the rage of the land whenever it is manifested. Those within 30 feet must make a Will save or fall under the effects of the rage spell, attacking whichever creature is closest regardless if it is friend or foe. They are also rendered permanently deaf. A successful saving throw renders the creature immune for 24 hours to that particular rage of the land's cry. Regardless of success or failure of the save, the loud roar is difficult to concentrate in. Those in 30 feet attempting to perform an action which requires focus (such as spellcasting) must make a Concentration check, DC 15 + twice the spell level. This is a mind-affecting effect, and the save is Charisma based.
Elemental Defense: As a free action once per round, the rage of the land can choose which elemental force makes up the majority of its body which grants it different benefits, as shown below.
Element | Effect |
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Air | Fly speed becomes 80 feet (perfect), and it becomes immune to ranged projectiles. |
Earth | The rage of the land gains DR 10/adamantine, and area in its threatened reach is difficult terrain. |
Fire | Attackers striking its flaming body with a melee non-reach weapon take 2d6 fire damage. Fire damage heals it instead of harms it. |
Water | It loses it's vulnerability to cold damage and its swim speed becomes 80 feet. It takes half damage from bludgeoning attacks. |
Elemental Offense: As a free action once per round, the rage of the land can choose which elemental force makes up the majority of its arms which grants it different benefits, as shown below.
Element | Effect |
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Air | Its attacks speed up, gaining an extra attack on a full attack action, but all attacks at -2. It also benefits from the Deflect Arrows feat. |
Earth | Its slam damage die increases by one (to 3d6) and on a successful hit it may choose to bull rush the opponent without provoking an attack of opportunity. It does not move with the opponent, and if the opponent moves more than 10 feet it falls prone. |
Fire | As an attack action it can launch fireballs as ranged touch attacks that deal the same damage as its slams, but as fire damage, out to 60 feet. Its melee attacks deal an extra 1d6 fire damage. |
Water | It gains Improved Grapple, and if it manages to pin a creature, that creature must make a Fortitude save (DC 19) or begin drowning. The saving throw is Constitution based. |
Extraordinary Health (Ex): The rage of the land always receives maximum hit points per hit die.
Gaia Core (Ex): The true essence of the rage of the land is its gaia core, an incorporeal sphere of energy which is impossible to damage directly. It has a fly speed equal to its land speed (perfect) and can neither attack nor be attacked. It can be constrained by force effects such as resilient sphere and it is susceptible to soul trapping effects such as trap the soul, imprisonment, and thinaun. Thus a rage of the land can be successfully imprisoned without solving the source of its rage. However to truly kill a rage of the land for good the source of its rage must be satisfied, be it as simple as cleaning up trash from a sacred grove to as complex as replanting an entire forest.
The gaia core can manifest its corporeal form at full health as a standard action, losing its incorporeal nature and fly speed equal to its land speed. It remains in its corporeal form until killed or it becomes unstable (see below).
If its corporeal form is destroyed, the gaia core disperses over the course of 1 minute. If not imprisoned before then, the rage of the land will respawn at the location of its anger within 1d10 days.
Geomancy (Sp): The rage of the land gains a number of spell-like abilities usable at will, based on its surrounding terrain. Any saving throws are Charisma based, and its caster level equals its HD.
Terrain | SLAs Gained |
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Arctic | produce frost (as produce flame, but cold), chill metal (DC 15), sleet storm. |
Aquatic | cloudburstSpC, kelpstrandSpC, standing waveSpC (DC 16). |
Desert | sandblastSpC (DC 14), heat metal (DC 15), fireball. |
Forest | entangle (DC 14), warp wood (DC 15), plant growth. |
Hills | enlarge person (self only), earthbindSpC (DC 15), spike growth (DC 16). |
Marsh | obscuring mist, decompositionSpC, contagion (DC 16). |
Mountains | fist of stoneSpC, mountain stanceSpC, giant's wrathSpC. |
Plains | longstrider, gust of wind (DC 15), downdraftSpC (DC 16). |
Underground | magic stone, soften earth and stone (DC 14), blacklight (DC 16). |
Unstable Form: The rage of the land is rather unstable, unable to contain its own rage. Once manifested, it can only exist for 10 minutes until its own internal forces tear it apart. It cannot manifest again for 1 hour.
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