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8th level Monster Conversions
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<blockquote data-quote="the Jester" data-source="post: 4434694" data-attributes="member: 1210"><p>EDIT: Updated to MM3 standards <a href="http://www.enworld.org/forum/showthread.php?238855-8th-level-Monster-Conversions/page2&p=6107547&viewfull=1#post6107547" target="_blank">here.</a></p><p></p><p><strong><span style="font-size: 18px">RHINOCEROS</span></strong></p><p> </p><p>A rhinoceros is a large herbivorous creature. A rhino is characterized by the single large horn on its head. Rhinos are foul-tempered and aggressive beasts, and despite being plant-eaters, they can be a real danger to adventurers. </p><p><strong><span style="font-size: 15px"></span></strong></p><p><strong><span style="font-size: 15px">RHINOCEROS CHARGER--- Level 8 Skirmisher</span></strong></p><p>Large natural beast--- XP 350</p><p>---</p><p>Initiative +6; Senses Perception +7</p><p>HP 90; Bloodied 45</p><p>AC 22; Fortitude 22; Reflex 19; Will 20</p><p>Speed 8 (plus see Swift Charge)</p><p>---</p><p><strong>[Melee basic] Horn</strong> (standard; at will): +13 vs. AC; 2d6+5 damage.</p><p></p><p><strong>[Melee] Swift Charge</strong> (standard; at will): The rhinoceros charger moves at least 2 and up to 10 squares and attacks. +14 vs. AC; 2d6+5 damage and the target is pushed 2 squares.</p><p></p><p><strong>Stubborn</strong> (immediate interrupt; when the rhino is pushed, pulled or slid; at will): Reduce the number of squares the rhino moves by 1. </p><p>---</p><p>Alignment unaligned; Languages -</p><p>Skills Athletics +14, Endurance +13</p><p>Str 21; Dex 15; Wis 17</p><p>Con 18; Int 1; Cha 6</p><p></p><p></p><p><strong><span style="font-size: 15px">RHINOCEROS CRUSHER--- Level 12 Brute</span></strong></p><p>Large natural beast; XP 700</p><p>---</p><p>Initiative +8; Senses Perception +8</p><p>HP 150; Bloodied 75</p><p>AC 24; Fortitude 26; Reflex 22; Will 22</p><p>Speed 6</p><p>---</p><p><strong>[Melee basic] Horn</strong> (standard; at will): +15 vs. AC; 2d8+5 damage.</p><p></p><p><strong>[Melee] Piercing Blow</strong> (standard; at will): +15 vs. AC; 3d6+5 damage, and the target suffers a -2 on AC (save ends).</p><p><strong></strong></p><p><strong>[Melee] Trample</strong> (move; recharges when first bloodied): The rhino moves up to 4 squares. It can move through medium or smaller creatures’ squares during this move, and it makes an attack on each creature whose space it enters during this time: +11 vs. Fort; Hit: 4d10+5 damage and target is knocked prone; Miss: Half damage and target is not knocked prone. If a medium or smaller creature would share the rhino crusher’s space at the end of its turn, that creature is pushed 1 square (repeat this until all creatures are clear of the rhino’s space). </p><p></p><p><strong>Stubborn</strong> (immediate interrupt; when the rhino is pushed, pulled or slid; at will): Reduce the number of squares the rhino moves by 1. </p><p>---</p><p>Alignment unaligned; Languages -</p><p>Skills Athletics +18, Endurance +16</p><p>Str 24; Dex 15; Wis 15</p><p>Con 20; Int 1; Cha 6</p><p></p><p></p><p></p><p></p><p><strong><span style="font-size: 15px">DIRE RHINO--- Level 19 Soldier</span></strong></p><p>Huge natural beast--- XP 2400</p><p>---</p><p>Initiative +11; Senses Perception +11</p><p>HP 180; Bloodied 90</p><p>AC 35; Fortitude 34; Reflex 28; Will 28</p><p>Speed 6</p><p>---</p><p>[Melee basic] Horn (standard; at will): +26 vs. AC; 3d6+8 damage and target is pushed one square.</p><p></p><p>[Melee] Horn Throw (standard; recharge 5 6): +26 vs. AC; 4d8+7 damage, and target is pushed 6 squares and knocked prone.</p><p></p><p>[Melee] Incredible Charge (standard; encounter): The rhino moves at least 2 and up to 6 squares and makes an attack: +22 vs. Fortitude; 4d8+7 damage, and the target is stunned (save ends).</p><p></p><p>[Melee] Trample (move; recharges when first bloodied): The rhino moves up to 4 squares. It can move through large or smaller creatures’ squares during this move, and it makes an attack on each creature whose space it enters during this time: +20 vs. Fort; Hit: 4d12+7 damage, and target is pushed 2 squares and knocked prone; Miss: Half damage and target is not knocked prone. If a large or smaller creature would share the rhino crusher’s space at the end of its turn, that creature is pushed 1 square (repeat this until all creatures are clear of the rhino’s space). </p><p></p><p><strong>Stubborn</strong> (immediate interrupt; when the rhino is pushed, pulled or slid; at will): Reduce the number of squares the rhino moves by 1. </p><p>---</p><p>Alignment unaligned; Languages -</p><p>Skills Athletics +14, Endurance +13</p><p>Str 28; Dex 15; Wis 15</p><p>Con 20; Int 1; Cha 6</p></blockquote><p></p>
[QUOTE="the Jester, post: 4434694, member: 1210"] EDIT: Updated to MM3 standards [URL="http://www.enworld.org/forum/showthread.php?238855-8th-level-Monster-Conversions/page2&p=6107547&viewfull=1#post6107547"]here.[/URL] [B][SIZE="5"]RHINOCEROS[/SIZE][/B] A rhinoceros is a large herbivorous creature. A rhino is characterized by the single large horn on its head. Rhinos are foul-tempered and aggressive beasts, and despite being plant-eaters, they can be a real danger to adventurers. [B][SIZE="4"] RHINOCEROS CHARGER--- Level 8 Skirmisher[/SIZE][/B] Large natural beast--- XP 350 --- Initiative +6; Senses Perception +7 HP 90; Bloodied 45 AC 22; Fortitude 22; Reflex 19; Will 20 Speed 8 (plus see Swift Charge) --- [B][Melee basic] Horn[/B] (standard; at will): +13 vs. AC; 2d6+5 damage. [B][Melee] Swift Charge[/B] (standard; at will): The rhinoceros charger moves at least 2 and up to 10 squares and attacks. +14 vs. AC; 2d6+5 damage and the target is pushed 2 squares. [B]Stubborn[/B] (immediate interrupt; when the rhino is pushed, pulled or slid; at will): Reduce the number of squares the rhino moves by 1. --- Alignment unaligned; Languages - Skills Athletics +14, Endurance +13 Str 21; Dex 15; Wis 17 Con 18; Int 1; Cha 6 [B][SIZE="4"]RHINOCEROS CRUSHER--- Level 12 Brute[/SIZE][/B] Large natural beast; XP 700 --- Initiative +8; Senses Perception +8 HP 150; Bloodied 75 AC 24; Fortitude 26; Reflex 22; Will 22 Speed 6 --- [B][Melee basic] Horn[/B] (standard; at will): +15 vs. AC; 2d8+5 damage. [B][Melee] Piercing Blow[/B] (standard; at will): +15 vs. AC; 3d6+5 damage, and the target suffers a -2 on AC (save ends). [B] [Melee] Trample[/B] (move; recharges when first bloodied): The rhino moves up to 4 squares. It can move through medium or smaller creatures’ squares during this move, and it makes an attack on each creature whose space it enters during this time: +11 vs. Fort; Hit: 4d10+5 damage and target is knocked prone; Miss: Half damage and target is not knocked prone. If a medium or smaller creature would share the rhino crusher’s space at the end of its turn, that creature is pushed 1 square (repeat this until all creatures are clear of the rhino’s space). [B]Stubborn[/B] (immediate interrupt; when the rhino is pushed, pulled or slid; at will): Reduce the number of squares the rhino moves by 1. --- Alignment unaligned; Languages - Skills Athletics +18, Endurance +16 Str 24; Dex 15; Wis 15 Con 20; Int 1; Cha 6 [B][SIZE="4"]DIRE RHINO--- Level 19 Soldier[/SIZE][/B] Huge natural beast--- XP 2400 --- Initiative +11; Senses Perception +11 HP 180; Bloodied 90 AC 35; Fortitude 34; Reflex 28; Will 28 Speed 6 --- [Melee basic] Horn (standard; at will): +26 vs. AC; 3d6+8 damage and target is pushed one square. [Melee] Horn Throw (standard; recharge 5 6): +26 vs. AC; 4d8+7 damage, and target is pushed 6 squares and knocked prone. [Melee] Incredible Charge (standard; encounter): The rhino moves at least 2 and up to 6 squares and makes an attack: +22 vs. Fortitude; 4d8+7 damage, and the target is stunned (save ends). [Melee] Trample (move; recharges when first bloodied): The rhino moves up to 4 squares. It can move through large or smaller creatures’ squares during this move, and it makes an attack on each creature whose space it enters during this time: +20 vs. Fort; Hit: 4d12+7 damage, and target is pushed 2 squares and knocked prone; Miss: Half damage and target is not knocked prone. If a large or smaller creature would share the rhino crusher’s space at the end of its turn, that creature is pushed 1 square (repeat this until all creatures are clear of the rhino’s space). [B]Stubborn[/B] (immediate interrupt; when the rhino is pushed, pulled or slid; at will): Reduce the number of squares the rhino moves by 1. --- Alignment unaligned; Languages - Skills Athletics +14, Endurance +13 Str 28; Dex 15; Wis 15 Con 20; Int 1; Cha 6 [/QUOTE]
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