Rhinoceros
Creature 4 — animal
CrasherLANDanimal
Rhinoceroses are short-tempered, territorial, and easily startled, and these traits combined with their innate ferocity means their natural instinct when disturbed is to attack. When intruders disturb or surprise rhinoceroses, they respond by charging directly at the interlopers and then lashing out with their mighty horns. This hefty animal is easily recognizable by the distinctive upward-thrusting horn on its snout. Rhinoceroses are herbivorous and, in spite of their hulking size, can run at
Source: pathfinder-monster-core
Perception +9; scent (imprecise) 30 feet
Skills athletics +12, survival +10
Str
+6
Dex
+0
Con
+4
Int
-4
Wis
+3
Cha
-1
AC 22
Fort +14
Ref +8
Will +11
HP 70
Speed 35 feet
Offense
Melee Horn (unarmed) +14, Damage 2d8+6 piercing
Melee Foot (unarmed) +12, Damage 2d6+6 bludgeoning
Abilities
Rhinoceros Charge — The rhinoceros Strides twice, then makes a horn Strike. As long as the rhinoceros moved at least 20 feet, the Strike's damage increases to 3d8+6 piercing damage. A Medium or smaller creature struck by this attack must succeed at a DC 21 Reflex save or be automatically Shoved back 5 feet and knocked Prone by the force of the blow.
Trample — Medium or smaller, foot, DC 18 Reflex
The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
WORKS WELL WITH
AnvilLANDA durable frontline ally can hold a line so this creature has a clear lane to Stride through and Trample multiple foes.
SnareLANDA controller that clusters or roots enemies turns the charge path into a guaranteed multi-target hit.
SniperLANDA ranged attacker can pick off survivors scattered by the charge without competing for the same lane.
PUNISHES
✖ clumping✖ standing still
Avoid stacking with another charge-reliant brute; both need the same open lane to build momentum.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Rhinoceros in the encounter builder — free, no install.
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