WOOLY RHINOCEROS

Large Beast

Hit Dice: 10d10+50 (105 hp)

Initiative: +0 (Dex)

Speed: 30 ft

AC: 17 (-1 size, +8 natural)

Attacks: Gore +15 melee

Damage: Gore 2d6+14

Face/Reach: 5 ft by 10 ft/5 ft

Special Attacks: Charge, trample 2d4+14

Special Qualities: Scent

Saves: Fort +12, Ref +7, Will +4

Abilities: Str 28, Dex 10, Con 21, Int 2, Wis 12, Cha 2

Skills: Listen +11

 

Climate/Terrain: Cold and temperate plains

Organization: Solitary or herd (1-4)

Challenge Rating: 8

Treasure: None

Alignment: Always neutral

Advancement: 11-20 HD (Large); 21-30 HD (Huge)

 

The wooly rhinoceros is a large herbivore of the Pleistocene era, almost as big as an elephant. This wooly rhino is slightly larger and stronger than a normal rhino, about 15 feet long on average. This beast is otherwise very similar to the modern rhino, but is covered by a shaggy russet coat, making it well-suited to colder climes. This rhino is aggressive, belligerent and is very territorial and defensive of its family.  This beast has poor eyesight, but keen senses of hearing and smell.

 

COMBAT

The wooly rhinoceros is a very defensive herbivore, and attacks any intruders into its territory.

   Charge (Ex): A wooly rhino typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to causing double damage with its gore attack, the rhino tosses Medium-size and smaller opponents up to 20 feet away if they fail a Reflex save (DC 20). The rhino will also charge wagons and other moving vehicles, delivering a crushing blow to the vehicle.

   Trample (Ex): A wooly rhino can trample Medium-size or smaller creatures for 2d4+14 points of damage. Opponents who do not make attacks of opportunity against the rhino can attempt a Reflex save (DC 24) to halve the damage.

 

The wooly rhinoceros first appeared in the 1E Monster Manual (1977, Gary Gygax).