Draven The Rage Eater
Monster Manual Entry: Draven, The Corrupt Human Demigod (Rage Eater)
Danger Rating: S
Description:
Draven, once a human demigod of Furo but now corrupted by his association with Azabec the Cruel and the god Molag Bal, is a terrifying and formidable adversary. Possessing the unique ability to consume and harness the power of others' rage, Draven has become an embodiment of wrath and destruction. He appears as a towering figure, radiating an aura of malevolence that strikes fear into the hearts of those who face him.
Combat Information:
Health: 400
Armor Rating: 20
Speed: 9 meters per round
Fighting Style:
Draven is an aggressive combatant who relishes in sowing chaos and exploiting his opponents' anger. He wields a massive greatsword, swinging it with brutal force to cleave through his enemies. Driven by his insatiable hunger for rage, he fights with relentless fury, leaving destruction in his wake.
Active Abilities:
Rage Feast: As a bonus action, Draven can target a creature within 10 meters that has taken damage and consume their rage, healing himself for 5d10 hit points. This ability can be used once per round.
Fury Strike: Draven's greatsword strikes with furious precision. On a successful melee attack, he deals 4d12 + 10 slashing damage.
Wrathful Charge: Draven can use his action to charge towards a target between 5-15 meters, dealing 6d8 + 15 bludgeoning damage and knocking the target prone on a failed Strength saving throw (DC 18).
Passive Abilities:
Rage Empowerment: Whenever Draven takes damage, he gains temporary hit points equal to half the damage dealt. These temporary hit points last until the end of his next turn.
Aura of Dread: Draven emanates an aura of fear within a 10-meter radius. Creatures that start their turn or enter this area must succeed on a Wisdom saving throw (DC 15) or become frightened for 10 turns. Affected creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success.
There can only be one: Draven can instantly absorb any Berserk condition turning into a 5d8 bonus damage to his next attack.
Spells:
Chocking Haze (1/Day): Draven unleash a red haze in a radius of 5 meters. On a successful hit, the target must make a constitution saving throw (DC 17) or become suffocated and panicked for 10 turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. While frightened, the target takes an additional 3d8 chocking damage each turn
Summon Wrathguard (1/Day): Draven summons a powerful Wrathguard to aid him in battle. The wrathguard has 150 hit points and wields a greatsword. It fights alongside Draven until destroyed or dismissed.
Loot:
Defeating Draven the Corrupt Human Demigod offers a chance at obtaining powerful treasures. Potential loot may include:
Rageforged Greatsword: A mighty greatsword infused with the power of rage. Deals 2d12 slashing damage and grants the wielder a +2 bonus to attack and damage rolls. 18 strength is required to wield the massive weapon (3 meters long).
Soulbound Amulet of Wrath: An amulet that allows the wearer to give themselves the Berserk Condition
A berserk creature is driven mad with blind rage, most commonly due to the effects of a drug, a curse, or a creature associated with madness.
A berserk creature must use its action each round to attack the creature nearest to it. If it can make extra attacks as part of the Attack action, it uses those extra attacks, moving to attack the next nearest creature after it fells its current target. If it has multiple possible targets, it attacks one at random.
If a berserk creature can use its reaction and/or bonus action to deal damage directly to a creature, it must do so.
When a non-hostile creature moves out of a berserk creature's reach, it provokes an opportunity attack.
A berserk creature has disadvantage on Wisdom ability checks and saving throws.
A berserk creature automatically fails Intelligence ability checks and saving throws.
A berserk creature is immune to the charmed and frightened conditions.
The condition ends if the berserk creature starts its turn with no creatures within 60 feet of it that it can see or hear.
Creatures that are immune to the charmed condition are also immune to the berserk condition. A calm emotions spell, or any other effect which suppresses or removes the charmed condition can also cure the berserk condition in addition to its usual effects.
Active Abilities:
Rage Feast: As a bonus action, Draven can target a creature within 10 meters that has taken damage and consume their rage, healing himself for 5d10 hit points. This ability can be used once per round.
Fury Strike: Draven's greatsword strikes with furious precision. On a successful melee attack, he deals 4d12 + 10 slashing damage.
Wrathful Charge: Draven can use his action to charge towards a target between 5-15 meters, dealing 6d8 + 15 bludgeoning damage and knocking the target prone on a failed Strength saving throw (DC 18).
Passive Abilities:
Rage Empowerment: Whenever Draven takes damage, he gains temporary hit points equal to half the damage dealt. These temporary hit points last until the end of his next turn.
Aura of Dread: Draven emanates an aura of fear within a 10-meter radius. Creatures that start their turn or enter this area must succeed on a Wisdom saving throw (DC 15) or become frightened for 10 turns. Affected creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success.
There can only be one: Draven can instantly absorb any Berserk condition turning into a 5d8 bonus damage to his next attack.
Spells:
Chocking Haze (1/Day): Draven unleash a red haze in a radius of 5 meters. On a successful hit, the target must make a constitution saving throw (DC 17) or become suffocated and panicked for 10 turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. While frightened, the target takes an additional 3d8 chocking damage each turn
Summon Wrathguard (1/Day): Draven summons a powerful Wrathguard to aid him in battle. The wrathguard has 150 hit points and wields a greatsword. It fights alongside Draven until destroyed or dismissed.
Loot:
Defeating Draven the Corrupt Human Demigod offers a chance at obtaining powerful treasures. Potential loot may include:
Rageforged Greatsword: A mighty greatsword infused with the power of rage. Deals 2d12 slashing damage and grants the wielder a +2 bonus to attack and damage rolls. 18 strength is required to wield the massive weapon (3 meters long).
Soulbound Amulet of Wrath: An amulet that allows the wearer to give themselves the Berserk Condition
A berserk creature is driven mad with blind rage, most commonly due to the effects of a drug, a curse, or a creature associated with madness.
A berserk creature must use its action each round to attack the creature nearest to it. If it can make extra attacks as part of the Attack action, it uses those extra attacks, moving to attack the next nearest creature after it fells its current target. If it has multiple possible targets, it attacks one at random.
If a berserk creature can use its reaction and/or bonus action to deal damage directly to a creature, it must do so.
When a non-hostile creature moves out of a berserk creature's reach, it provokes an opportunity attack.
A berserk creature has disadvantage on Wisdom ability checks and saving throws.
A berserk creature automatically fails Intelligence ability checks and saving throws.
A berserk creature is immune to the charmed and frightened conditions.
The condition ends if the berserk creature starts its turn with no creatures within 60 feet of it that it can see or hear.
Creatures that are immune to the charmed condition are also immune to the berserk condition. A calm emotions spell, or any other effect which suppresses or removes the charmed condition can also cure the berserk condition in addition to its usual effects.
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