Fiendish Rhinoceros (3.5e Creature)

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Fiendish Rhinoceros
Size/Type: Large Magical Beast (Extraplanar)
Hit Dice: 8d8+40 (76 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (–1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +6/+18
Attack: Gore +13 melee (2d6+12)
Full Attack: Gore +13 melee (2d6+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful charge
Special Qualities: Low-light vision, Darkvision 60ft, Resistance to cold and fire 10, Spell Resistance 13, Damage Reduction 5/magic
Saves: Fort +11, Ref +6, Will +3
Abilities: Str 26, Dex 10, Con 21, Int 3, Wis 13, Cha 2
Skills: Listen +14, Spot +3
Feats: Alertness, Endurance, Improved Natural Attack (gore)
Environment: Warm plains in an evil-aligned plane
Organization: Solitary or herd (2–12)
Challenge Rating: 6
Treasure: None
Alignment: Always evil (any)
Advancement: 9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment:
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More information...

The rhinoceros is infamous for its bad temper and willingness to charge intruders.

The statistics presented here are based on the African black rhino, which is 6 to 14 feet long, 3 to 6 feet high at the shoulder, and weighs up to 6,000 pounds. These statistics can describe any herbivore of similar size and similar natural weapons (antlers, horns, tusks, or the like).

COMBAT

When it is harassed or annoyed, a rhinoceros lowers its head and charges.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

SRD:Powerful Charge (Ex): A rhinoceros deals 4d6+24 points of damage when it makes a charge.

SEE WIKIPEDIA ENTRY: Rhinoceros



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