| Hit Dice: | 14d10+70 (147 hp) |
| Initiative: | +2 |
| Speed: | 50 ft. (10 squares) |
| Armor Class: | 23 (–1 size, +2 Dex, +12 natural), touch 11, flat-footed 21 |
| Base Attack/Grapple: | +14/+23 |
| Attack: | Claw +14 melee (1d6+5 plus 1d6 acid) |
| Full Attack: | 2 claws +18 melee (1d6+5 plus 1d6 acid) and bite +13 melee (2d6+2 plus poison) |
| Space/Reach: | 10 ft./5 ft. |
| Special Attacks: | Acid, armor damage, fear aura, poison |
| Special Qualities: | Darkvision 60-ft., low-light vision, scent |
| Saves: | Fort +14, Ref +11, Will +6 |
| Abilities: | Str 20, Dex 15, Con 21, Int 2, Wis 15, Cha 10 |
| Skills: | Spot +19 |
| Feats: | Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Power Attack |
| Environment: | Temperate and warm deserts, plains, and hills |
| Organization: | Solitary |
| Challenge Rating: | 12 |
| Treasure: | None |
| Alignment: | Always chaotic evil |
| Advancement: | 15–25 HD (Large); 26–35 HD (Huge) |
| Level Adjustment: |
Rampagers (sometimes called “so-ut,” their goblin name) are vicious, nocturnal predators that live only to destroy and kill. Oddly, their armor, weaponry, and aggressiveness go far beyond the levels necessary to bring down food. In fact, rampagers enjoy killing, and they usually kill far more than they can eat. In fact, as long as prey is available, a rampager doesn’t even stop killing long enough to feed.
A rampager stands taller than a man (8 to 10 feet high). Its body, a solid knot of muscle, is covered with an extremely tough, scaly hide. The monster has no head as such; its face juts out from the forward edge of its body. Two bone-white eyes peer out from the scaly mass above the gaping, fang-filled mouth. From behind the face jut two muscular arms, each of which ends in two long, hooked claws. The four thick, stumplike legs are similar to those of an elephant, and a triangular, muscular tail drags behind the monster. A rampager has very poor hearing, but its scent ability makes up for that lack.
Something about metal drives a rampager mad. It attacks creatures wearing metal armor before anyone or anything else. Once all such targets are dead, it turns its attention to those wielding metal weapons. After all the metal nearby is demolished, the rampager starts on the largest structures in the area, ignoring even creatures that are attacking it in favor of demolishing a building (though it does defend itself once it has lost more than half of its original hit points). Only after all nearby built-up structures have been leveled does it finally turn against unarmored heroes or townspeople.
Acid (Ex): The acid that coats a rampager’s claws not only deals extra damage on successful attacks, it also dissolves an opponent’s armor and clothing, making those items useless immediately unless they succeed at Reflex saves (DC 22). The DC is Constitution based. Success indicates that the affected equipment can be saved by washing it within 1 minute. Washing requires a full-round action and at least 1 pint of water.
Armor Damage (Ex): A rampager’s teeth can catch and tear an opponent’s armor. If the opponent has both armor and a shield, roll 1d6: A roll of 1–4 affects the armor and a roll of 5–6 affects the shield. If a rampager hits with its bite attack, it tears at any armor worn by its foe, dealing 4d6+4 points of damage to the opponent’s armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.
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): A rampager’s acidic saliva acts as a weak poison (Fortitude DC 22) with each successful bite attack. The initial damage is 1 point of Strength damage, and the secondary damage is 1d4 points of Strength damage.
Source: Monster Manual II, page 177. This creature’s statistics block has been updated to version 3.5 as given in the D&D® V.3.5 Accessory Update for Monster Manual II.