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Fiendish rhinoceros (DnD Creature)

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[edit] 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 2, Wis 13, Cha 2
Skills: Listen +14, Spot +3
Feats: Alertness, Endurance, Improved Natural Attack (gore)
Environment: Warm plains
Organization: Solitary or herd (2–12)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
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).

[edit] 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.

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

SEE WIKIPEDIA ENTRY: Rhinoceros



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