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SYSTEM REFERENCE DOCUMENT 3.5

 
FIENDISH RHINOCEROS

 

Large Magical Beast (Augmented Animal, 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, smite evil

Special Qualities:

Low-light vision, damage resistance 5/magic, darkvision 60ft, resistance to acid 10 cold 10 and electricity 10, spell resistance 13

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:

Any Evil-aligned plane

Organization:

Solitary or herd (2–12)

Challenge Rating:

6

Alignment:

Always evil (any)

Advancement:

9–12 HD (Large); 13–24 HD (Huge)

Level Adjustment:

+2

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.

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

Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +8.

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