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Rage of the Planet (3.5e Monster)


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Author: Eiji-kun (talk)
Date Created: 9-2-12
Status: Complete
Editing: Clarity edits only please
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Rage of the Planet
Size/Type: Gargauntuan Elemental (Air, Earth, Fire, Water)
Hit Dice: 15d8+105 (225 hp)
Initiative: +4
Speed: 60 ft, burrow 30 ft, fly 60 ft (good), swim 60 ft
Armor Class: 34 (+4 dex, +24 natural, -4 size), touch 10, flat-footed 34
Base Attack/Grapple: +11/+33
Attack: Slam +27 melee (3d6+10, 20/x2)
Full Attack: Six Slams +27 melee (3d6+10, 20/x2)
Space/Reach: 20 ft./20 ft.
Special Attacks: Elemental Eruption (DC 24), Elemental Offense, Spells
Special Qualities: Aura of Disaster, Berseker Rage, Cry of the Planet (DC 24), Darkvision 60 ft, Death Throes, DR 15/adamantium and magic, Elemental Defense, Elemental Traits, Extraordinary Health, Gaia Core, Immune to Acid/Cold/Electric/Fire/Sonic, Immune to Death Effects/Polymorph/Petrification, Planetary Lair, Regeneration 15, SR 25
Saves: Fort +18, Ref +13, Will +18
Abilities: Str 31, Dex 19, Con 25, Int 14, Wis 24, Cha 24
Skills: Intimidate +37, Listen +25, Spot +25, Survival +25
Feats: Power AttackB, TrackB, Combat Reflexes, Improved Sunder, Cleave, Stand Still, Great Fortitude, Iron Will
Environment: Any natural terrain
Organization: Solitary
Challenge Rating: 15
Treasure: Triple Standard (mostly in the form of rare minerals)
Alignment: Often Chaotic Evil
Advancement: 16-30 HD (Gargauntuan), 31-45 (Colossal)
Level Adjustment:


You've fallen deep into the earth, finding an unexpected cavern round and vast. Grass covers the walls, oceans flow on the ceiling, lava bubbles from the floor, and explosions of life occur in fast motion. In the center a giant stone egg cracks and splits with molten hot fury within, releasing a six armed, barely humanoid beast. Its heart is a maelstrom of elements and its eyes are full of rage.

When a rage of the land goes unstopped for a long time, or there is an event so terrible it harms the soul of the planet, there is a chance of a greater and more hateful being to arise from the depths of the earth. Born of anger, forged at the core of the earth, and given breath from the heavens the rage of the planet is a being of natural destruction made manifest.

Superficially a rage of the planet resembles a rage of the land, a humanoid figure with four giant oversized arms, burning eyes, and no face. Where the rage of the land builds its body out of the local terrain, the rage of the planet is a fragment of the molten core, a beast of rock, metal, and heat. And within it beats a larger-than-normal gaia core swirling with elements and crackling with power. Its humanoid form is more distorted, limbs too long, waist too thin, and shoulders too wide, with a beastal mane of hair composed of flames spilling from the back of its head.

The rage of the planet understands all elemental languages (aquan, auran, ignan, and terrain) but does not speak. It stands 40 feet tall and weighs thousands of tons.

CombatEdit

Unlike the rage of the land, the rage of the planet manifests rarely, usually hibernating in its lair and spawning rage of the lands on the surface. A land populated by several rage of the lands is bound to hold a rage of the planet under its crust. It enters combat when someone finds its lair, or every 20 years or so where it bursts unto the surface and demolishes civilization for hundreds of miles around. Its coming is legendary, its destruction horrifying, and all wait in terror for the next time it awakens.

The rage of the planet constantly releases its Cry of the Planet whenever manifested. It attacks as if it were a raging barbarian, splitting up melee attacks with its spellcasting as it sees fit. While not initially active, if disturbed or on a rampage it will never ever stop, pursuing its foes to the end of time and beyond.

Aura of Disaster (Su): The mere existance of an active and awake rage of the planet causes disasters to appear. Every 1d8 days, anywhere within 20 miles of the rage of the planet's location may be subject to the effects of control weather or earthquake at random.

When the rage of the planet is actively on the surface and in combat, the effects become stronger. Every 1d4 rounds, a control weather or earthquake goes into effect (unlike the normal spell, the effects of control weather occur immediately and violently). While awake, the rage of the planet can actively choose what effect happens and where. It usually chooses the effects to occur upon any creature it is fighting.

When the rage of the planet is in its death throes, the effect occurs every round until it dies 5 rounds later.

Berserker Rage (Ex): As the rage of the planet takes damage, it only get more and more furious. When it drops below 50% of its normal hp, it gains +4 Strength, Constitution, Wisdom, and -2 AC. Unlike a normal barbarian rage, it can continue to cast spells in this state. It ends once it is over 50% hp again.

Cry of the Planet (Su): An angry howl constantly emits from the rage of the planet whenever it is manifested. Those within 60 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 planet's cry. Regardless of success or failure of the save, the loud roar is difficult to concentrate in. Those in 60 feet attempting to perform an action which requires focus (such as spellcasting) must make a Concentration check, DC 25 + twice the spell level. This is a mind-affecting effect, and the save is Charisma based.

Death Throes (Ex): If the rage of the planet is killed, it does not die right away. It becomes mindless (becoming immune to mind-affecting effects), its speed drops in half and it can no longer run, and will continue to attack and chase down its opponents for 5 rounds. At the end of the 5 rounds, it is unable to hold itself together and explodes in a fountain of elemental energy, throwing burning rocks and clouds of steam into the area like a volcano. Creatures in 150 feet must make a Reflex save DC 24 or take 30d6 bludgeoning and fire damage, save for half. In addition the surrounding 2 miles are subject to rain of fire, except the flames do not hurt natural vegetation, ground cover, and any plant creatures in the area. Unless the rage of the planet has been calmed or imprisoned, it will respawn as detailed in Gaia Core (see below).

Elemental Defense: As a free action once per round, the rage of the planet can choose which elemental force makes up the majority of its body which grants it different benefits, as shown below.

Elemental Defense
Element Effect
Air Fly speed becomes 120 feet (perfect), and it becomes immune to ranged projectiles, including rays and ranged touch attacks.
Earth The rage of the land gains DR 15/-, and area in its threatened reach is difficult terrain.
Fire Attackers striking its flaming body with a melee non-reach weapon take 6d6 fire damage. Fire damage heals it instead of harms it.
Water Its swim speed becomes 120 feet. It takes half damage from bludgeoning attacks. It is surrounded by a constant obscuring mist out to 20 feet around it, which does not obscure its own vision.

Elemental Eruption (Su): The rage of the planet has a breath attack of concentrated elemental energies. It deals 1d8 damage per HD (15d8) in a 120 foot cone of each energy type (acid, cold, elecriticy, fire, and sonic). Immunities and resistances do not apply unless you have immunity or resistance to all energy types. It may perform this every 1d4 rounds with a Reflex save DC 24 for half. The save DC is Constitution based.

Elemental Offense: As a free action once per round, the rage of the planet can choose which elemental force makes up the majority of its arms which grants it different benefits, as shown below.

Elemental Offense
Element Effect
Air Its attacks speed up, gaining an two extra attacks on a full attack action, but all attacks at -2. It also benefits from the Reflect Arrows feat.
Earth Its ignores all DR except DR/-, its slam damage die increases by one (to 4d6), 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 1 mile. Its melee attacks deal an extra 3d6 fire damage.
Water It gains Improved Grab on its slam attacks, and if it manages to pin a creature, that creature must make a Fortitude save (DC 24) or begin drowning. The saving throw is Constitution based.

Extraordinary Health (Ex): The rage of the planet always receives maximum hit points per hit die.

Gaia Core (Ex): The true essence of the rage of the planet 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. However, even when imprisoned its Aura of Disaster continues to apply. Thus a rage of the planet can partialy be successfully imprisoned without solving the source of its rage. However to truly kill a rage of the planet for good the source of its rage must be satisfied, a difficult task indeed as the causes which form rage of the planets are often extreme. Sometimes it may be easier to simply break the will of the planet and get it to relent, but it would require a fantastic show of power, for the rage of the planet can only respect a greater power than it.

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. It is never unstable.

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 planet will respawn in its Planetary Lair within 1d10 days, and often hibernate for decades.

Planetary Lair: The rage of the planet forms in a hollowed out egg in the earth known as the planetary lair. Besides being its home during times of hibernation, the lair is host to multiple terrains, elemental creatures, and lifeforms. While in the lair, the gravity becomes objective directional gravity along the inside surface of the sphere. Lairs can range from a hundred feet in diameter to miles, able to hold entire civilizations. The theory goes that the rage of the planet holds the seeds of creation in its lair, so the day it finally burns the surface clean of all life it can open its lair and repopulate.

The planetary lair is host to several environmental hazards. Terrain switches from area to area in patches about 100 feet wide or larger. Creatures in these terrains may be subject to various forms of weather and environmental hazards.

If the rage of the planet dies for real (by being calmed or overwhelmed by power), the planetary lair collapses in on itself within 1 minute of its passing, and losing its abnormal traits.

Regeneration (Ex): The rage of the planet takes normal damage from negative energy damage, and by technological weapons with moving parts (such as crossbows, guns, chainsaws, and others).

Spells: The rage of the planet casts spells as a druid of its level, including the ability to spontaneously convert druid spells into summon nature's ally spells. The save DCs are Wisdom based.

Typical Druid Spells Prepared (6/7/7/7/5/5/4/3/1; save DC 17 + spell level) 0-create water, detect magic, guidance, know direction, resistance, virtue; 1st-entangle x3, faerie fire, longstrider, magic stone, produce flame; 2nd-bear's endurance, bull's strength, flaming sphere, fog cloud, gust of wind, soften earth and stone, warp wood; 3rd-contagion, plant growth, poison, sleet storm, spike growth, stone shape, wind wall; 4th-control water, flame strike, giant vermin, ice storm, rusting grasp; 5th-animal growth, baleful polymorph, call lightning storm, transmute mud to rock, transmute rock to mud; 6th-antilife shell, greater dispel magic x2, wall of stone; 7th-animate plants, creeping doom, heal; 8th-repel metal or stone.



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