Bestiary

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Rhinoceaur

These magnificent creatures form small familial and tribal communities. They stand around five feet at the rump and about nine feet to the top of their heads, weighing about 1500 pounds. They have language and can be social, when not being interpreted as gruff. Rhinoceaurs have a thick hide which offers resistance to piercing weapons; however, they are susceptible to cold attacks. They can attack with weapons, if available; however, they have rare need for them as their bone and keratin fists make for a powerful savage form attack. Additionally, they have a special charging attack which can knock a victim who is smaller than they are to a prone position whenever their raw attack scores are 18 or better, even if the attack itself is a miss. However, they must be able to charge from 20 feet away, which may be a challenge at times due to their poor eyesight.These creatures are virtually blind beyond 90 feet, and anything over 30 feet is treated with the penalties of dim light (-2 on Perception and movement is halved if traverse beyond that distance). This means they can take full 60-foot movement, so long as they do not extend beyond a 30-foot radius of their starting position on a combat turn. if extending reaching that barrier, a rhinoceaur is out of movement, making any linear advance limited to 35 feet.
Body: 22 ( STR:7, AGIL:3, RESIL:5 )
Mind: 9 ( LOGIC:2, PERC:2, JUDG:2 )
Spirit: 9 ( WILL:2, FAITH:2, MUSE:2 )
Movement: 60 feet
Size Category: Large (+1 to hit)
Armor Class: 13
— ATTACK METHOD —
Attack: Pummel
Number of d20s: 2
To-Hit Modifier: +7
Damage Type: blunt
Damage: 4 to 5 pts
— ATTACK METHOD —
Attack: Trampel
Number of d20s: 2
To-Hit Modifier: +7
Damage Type: blunt
Damage: 4 to 5 pts
Attack Special: anyRaw>=18;;{"command":"n-markers","tags":[{"tag":"prone","parameter":"true"}]}