The Dragonlance Nexus

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Rage Fiend

D&D 3e (3.0/3.5) Rules

by Ogre Bane

Large Outsider (Evil, Extraplanar, Tanar'ri)
Hit Dice: 18d8+180 (261 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares) in breastplate; base speed 40 ft.; climb 20 ft.
AC: 29 (-1 size, +3 Dex, +12 natural, +5 breastplate), touch 12, flat-footed 26
Base Attack/Grapple: +18/+33
Attack: Claw +28 melee (1d8+11)
Full Attack: 4 Claws +28 melee (1d8+11) and bite +26 melee (2d10+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Raging gaze, poison, spell-like abilities, demonic rage
Special Qualities: Fear, immunity to electricity and poison, resist acid 10, cold 10, and fire 10, telepathy, demonblood aura, DR 15/good and cold iron, darkvision 60 ft., regeneration 5, SR 30
Saves: Fort +21, Ref +14, Will +14
Abilities: Str 33, Dex 16, Con 30, Int 14, Wis 17, Cha 20
Skills: Balance -1, Bluff +26, Climb +18, Concentration +31, Escape Artist -1, Hide +5, Intimidate +26, Jump +17, Knowledge (the planes) +13, Listen +24, Move Silently +20, Sense Motive +24, Sleight of Hand -1, Spellcraft +23, Spot +24, Swim +3, Tumble -1
Feats: Awesome Blow, Blind Fighting, Cleave, Great Cleave, Improved Initiative, Multiattack, Power Attack
Environment: The Infinite Layers of the Abyss
Organization: Solitary or Pair
Challenge Rating: 18
Treasure: Double Standard
Alignment: Always chaotic evil
Advancement: 19-36 HD (Large); 37-54 (Huge)
Level Adjustment: -

This creature, obviously an outsider, stands taller than two men. It has four long arms that end in wickedly curved claws. Its head is mostly canine, with two long tusks jutting out from the bottom jaw of the beast. Its hairless skin is colored black, with a few spots stained red from dried blood. Its eyes glow red, causing you to feel burning rage deep within your soul.

Rage fiends are tanar'ri that dwell in the lowest depths of the Abyss. Second only to balors and perhaps mariliths in power, rage fiends are ferocious warriors that also have supernatural abilities that can cause enemies to attack each other. Many warrior demons love to attend battles with rage fiends since they know they will gain significant advantages against mortals.

A rage fiend stands around 12 feet tall. It has four long arms with vicious claws that it uses to tear opponents apart. A typical rage fiend weighs around 2,000 pounds, although it gets slightly stronger in its rage.

A rage fiend can speak Abyssal, Infernal, Celestial, Draconic, Common, and Undercommon.


A rage fiend uses its demonic rage ability as soon as it knows it will enter combat. Since it can still use its spell-like abilities during this rage, it sees no waste to it. If the rage fiend has more demons with it, it will make sure the other demons use their spell-like abilities before it activates its demonblood aura.

The natural attacks, and any weapons wielded by a rage fiend, are treated as evil and magic for the purposes of bypassing damage reduction.

Demonic Rage (Ex): Four times per day, the rage fiend can throw itself into a powerful rage. This rage is identical to the rage ability of the barbarian core class except as follows: +6 bonus to Strength and Constitution, +3 bonus to Will saves, -3 penalty to Armor Class. The demonic rage lasts for 15 rounds or when the rage fiend ends the demonic rage willingly. The rage fiend is not fatigued when its demonic rage ends or is ended. A rage fiend can use any of its supernatural and spell-like abilities while under the effects of its demonic rage.

Fear Aura (Su): The mere presence of the rage fiend causes many opponents to run away in fear. The rage fiend can activate and deactivate this ability at will as a free action. When activated, any creature within 15 feet that is not a demon must make a Will save (DC 24) or be under the effects of fear, as the spell cast by an 15th level sorcerer. This save is Charisma-based.

Raging Gaze Table
Roll (d%) Effect
01-70 Attack Nearest Creature
71-85 Attack Rage Fiend
86-00 Attack Self

Raging Gaze (Su): Once per round as a free action, the rage fiend can make a gaze attack against a single target within 30 feet. The opponent must make a Will save (DC 24) or be overcome with a great rage. If a creature makes its save, it is immune to the raging gaze attack for 24 hours. This rage manifests similar to the rage ability of the barbarian core class, granting the person a +4 bonus to Strength and Constitution, +2 bonus to Will saves, and a -2 penalty to AC. However, the rage is so great that the victim feels the need to attack anything near them, the fiend only, or just themselves. Roll d% each round and consult the chart below to find the creature's actions during the effects of the raging gaze.

For the purposes of this effect, the victim of the gaze attack will use its best possible choice to attack either the nearest creature (on a roll of 01-70) or the rage fiend (on a roll of 71-85). If it attacks itself (on a roll of 86-00), the creature drops any items held in its possession and begins to claw at its own body and face, dealing 2d6 + Str modifier damage to itself per round.

The rage lasts for 3d6 rounds. After the rage ends from the raging gaze attack, the creature is fatigued. The creature cannot be affected again by this ability for 24 hours. The saving throw is Charisma-based.

Poison (Ex): Bite. Injury. Fortitude DC 28. Initial and secondary damage is 2d6 Str. This save is Constitution-based.

Regeneration (Ex): A rage fiend does not heal damage from good-aligned weapons or spells with the good descriptor.

Spell-like Abilities (Sp): At will - blasphemy, chain lightning, confusion, detect good, detect magic, dispel good, greater dispel magic, greater teleport (self plus 50 pounds of objects only), hold monster, insanity, unholy aura. 1/day - delayed blast fireball, dominate monster, powerword stun. Caster level 18th. Save DC is 15 + spell level. These saves are Charisma-based.

Demonblood Aura (Su): The rage fiend can instill a supernatural rage in demons around him. Every demon within 60 feet of the rage fiend gains a +4 bonus to Strength and Constitution, a +2 bonus to Will saves, and a -2 penalty to AC. However, demons in the rage cannot cast spells, use spell-like abilities or supernatural abilities (unless always active). A demon that does not want to be affected by this ability must make a Will save (DC 24) or still fall under the demonblood rage. The rage fiend can activate and deactivate this ability as a free action. The demonblood rage in other demons lasts for a number of rounds equal to 3 + the demons newly modified Constitution bonus (minimum of 3 rounds). Once the demonblood rage ends, the demon is fatigued. However, if the demon is also a tanar'ri, it is not fatigued. This save is Charisma-based.

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