| 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). |