Woolly Rhinoceros
Creature 6 — animal
CrasherLANDanimalcold
Even bulkier than their non-woolly cousins, these rhinoceroses have a shaggy pelt of long, thick fur and a huge, crescent-shaped horn. Woolly rhinos inhabit areas of arid tundra and cold steppes, spending much of their day grazing for sustenance. 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 considerable speed. While rhinos have good hearing and a keen sense of smell, t
Source: pathfinder-monster-core
Perception +11; scent (imprecise) 30 feet
Skills athletics +16, survival +13
Str
+6
Dex
+1
Con
+5
Int
-4
Wis
+3
Cha
-1
AC 25
Fort +17
Ref +11
Will +15
+2 status to all saves vs. cold
HP 100
Speed 35 feet
Offense
Melee Horn (reach-10, unarmed) +16, Damage 2d12+6 piercing
Melee Foot (unarmed) +16, Damage 2d8+6 bludgeoning
Abilities
+2 Status to All Saves vs. Cold —
Cold Adaptation — The woolly rhinoceros treats environmental cold effects as if they were one step less extreme.
Ferocity —
Rhinoceros Charge — The woolly rhinoceros Strides twice, then makes a horn Strike. As long as the woolly rhinoceros moved at least 20 feet, the Strike's damage increases to 3d12+6 piercing damage. A Medium or smaller creature struck by this attack must succeed at a DC 24 Reflex save or be automatically Shoved back 5 feet and knocked Prone by the force of the blow.
Trample — Medium or smaller, foot, DC 21 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
SnareLANDA controller that clusters or immobilizes the party turns the trampling charge into a bigger area threat.
FlankerLANDA mobile skirmisher exploits the openings left after the charge closes distance and knocks a target off balance.
WeaverLANDA caster debuffing Reflex saves makes the trample's forced movement harder to avoid.
PUNISHES
✖ clumping✖ standing still✖ melee reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
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