Hit Dice: 9d8+32 (72 HP)
Speed: Fly 40 ft. (perfect) (8 squares)
Armor Class: 16 (+3 Dexterity, +3 deflection, +2 natural, -2 rage), 14 touch, 13 flat-footed
Base Attack/Grapple: +9/+16
Attack: Slam +16 (1d8+10)
Full Attack: Slam +16 (1d8+10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage
Special Qualities: Aura of Rage, Being of Emotion, Darkvision 60 ft., Eternal Rage, Possession, DR 5/-
Saves: Fort +10, Ref +9, Will +6
Abilities Str 24, Dex 16, Con 18, Int 3, Wis 6, Cha 16
Skills: Escape Artist +15, Intimidate +15, Listen +10, Spot +10
Feats: Power Attack, Flyby Attack, Improved Bull Rush
Challenge Rating: 8
Alignment: Always Chaotic Evil
Advancement: 10-12 HD (Medium), 13-16 (Large), 17-20 (Huge)
Level Adjustment: -
Rage emotes are beings made of pure anger, born when a person who is prone to excessive and consuming anger dies. The lost rage disperses into the environment and coalesces with other similar examples, forming into a being of pure anger. The rage emote has no specific shape, being a shifting blob of red, though its face will often have a vague resemblance to those whose anger formed it.
Rage emotes have next to no personality, and what little personality one may have is overshadowed by its constant anger.
Rage emotes do not fight unless provoked, but because they are constantly angry, nearly anything can be considered a provocation.
When a rage emote is slain in battle, the pure anger it is made of merely dissipates into the world, ready to combine with any new source of anger and be reborn.
Aura of Rage (Ex)
A rage emote is constantly letting off its anger in an aura that affects all around it. All creatures within 30 feet must make a will save (DC 19, the save is Charisma based with a +2 racial bonus) or be angry for the next hour. When the rage emote is raging himself, the aura becomes even more potent. All creatures that fail or have previously failed their save against this aura (creatures who have already succeeded do not need to make a second save) are affected by the rage spell for one minute. If there are no obvious outlets for the subjects to release their rage on (such as a foe in battle), they must make another will save every round or attack an ally or object in the vicinity, with success ending the effect.
Being of Emotion (Ex)
A rage emote is a being composed solely of anger, making effects that cancel potent emotions dangerous to it. If a rage emote fails the save against any such spell or effect, such as a calm emotions spell, it disappears until the duration ends, though it gets a +4 on all such saves.
Eternal Rage (Su)
Although a rage emote may be slain, it can never be truly vanquished. Whenever a creature that has killed a rage emote falls into an extreme rage of their own, the rage emote is reborn, usually within 1d6 miles of the creature. This includes, but is not limited to, being subject to a rage spell or using the rage class feature. The rage emote will remember the person who had slain it previously, and will enter its own rage and attack on sight.
A rage emote has the ability to posses an adjacent creature as a full-round action. This ability gives it no direct control over the creature it is possessing, but allows it to live vicariously through the subject. The target of this ability must make a will save (DC 17, charisma based), and failure means it is possessed by the rage emote. Until the possession is broken, the creature is quick to anger and acts rashly. If the creature ever loses more than 25% of its HP, it must make another will save or enter a rage as though he were a first level barbarian. Failing the save on a calm emotions spell will end the possession, as will a successful casting of break enchantment (the caster level of the effect is equal to the rage emote’s HD). The rage emote may end the possession at any time, though it rarely does this. If the creature the rage emote is possessing is killed, then the rage emote is as well.
When sufficiently provoked, a rage emote will enter a state of extreme rage similar to that of a barbarian, with the following exceptions. Firstly, the rage emote can sustain its rage indefinitely, is not limited in how often it can enter this state, is not fatigued when the rage ends, and will only end it when all perceived threats are disposed of. Secondly, the rage emote gains a deflection bonus to its armor class equal to its charisma modifier. Lastly, the rage emote becomes immune to all attempts to dispel its anger. The above stats incorporate these changes, with the assumption that the rage emote will only be fought while raging.