Wererhinoceros (5e Creature)
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Medium humanoid (human, shapechanger), chaotic neutral
Armor Class 10 in human form, 11 (natural armor) in hybrid or rhinoceros form
Skills Perception +4
Shapechanger. The wererhinoceros can use its action to polymorph into a Large rhinoceros-humanoid hybrid or into a rhinoceros, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Charge (Rhinoceros or Hybrid Form Only). If the wererhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Multiattack (Humanoid or Hybrid Form Only). The wererhinoceros makes two attacks, only one of which can be with its gore.
Gore (Rhinoceros or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wererhinoceros lycanthropy.
Heavy Flail (Humanoid or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage.
Wererhinoceroses are powerful lycanthropes that are quick to attack those seen as a threat and have a nasty temper. In humanoid form, they are large and muscular, with hard, dry skin. Not terribly social, wererhinoceroses often get into vicious fistfights and brawls due to their violent tempers.
Characters as Wererhinoceroses
A character that becomes a wererhinoceros gains a Strength of 21 if his or her score isn't already higher, and a +1 bonus to AC while in rhinoceros or hybrid form (from natural armor). Attack and damage rolls for the gore are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier.
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