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<blockquote data-quote="BOZ" data-source="post: 20367" data-attributes="member: 1241"><p>WOOLY RHINOCEROS</p><p>Large Beast</p><p>Hit Dice: 10d10+50 (105 hp)</p><p>Initiative: +0 (Dex)</p><p>Speed: 30 ft</p><p>AC: 17 (-1 size, +8 natural)</p><p>Attacks: Gore +16 melee</p><p>Damage: Gore 2d6+15</p><p>Face/Reach: 5 ft by 10 ft/5 ft</p><p>Special Attacks: Charge, trample 2d4+5</p><p>Special Qualities: Scent</p><p>Saves: Fort +12, Ref +7, Will +4</p><p>Abilities: Str 28, Dex 10, Con 21, Int 2, Wis 12, Cha 2</p><p>Skills: Listen +23</p><p></p><p>Climate/Terrain: Cold and temperate plains</p><p>Organization: Solitary or herd (1-4)</p><p>Challenge Rating: 9</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 11-20 HD (Large); 21-30 HD (Huge)</p><p></p><p>The wooly rhinoceros is a large herbivore of the Pleistocene era, almost as big as a modern elephant. This wooly rhino is slightly larger and stronger than a moden rhino, about 15' 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.</p><p></p><p>COMBAT</p><p>The wooly rhinoceros is a very defensive herbivore, and will attack any intruders into its territoy.</p><p> 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.</p><p> Trample (Ex): A wooly rhino can trample Medium-size or smaller creatures for automatic stamping damage. Opponents who do not make attacks of opportunity against the rhino can attempt a Reflex save (DC 20) to halve the damage.</p><p></p><p>The wooly rhinoceros first appeared in the 1E Monster Manual (1977, Gary Gygax).</p></blockquote><p></p>
[QUOTE="BOZ, post: 20367, member: 1241"] WOOLY RHINOCEROS Large Beast Hit Dice: 10d10+50 (105 hp) Initiative: +0 (Dex) Speed: 30 ft AC: 17 (-1 size, +8 natural) Attacks: Gore +16 melee Damage: Gore 2d6+15 Face/Reach: 5 ft by 10 ft/5 ft Special Attacks: Charge, trample 2d4+5 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 +23 Climate/Terrain: Cold and temperate plains Organization: Solitary or herd (1-4) Challenge Rating: 9 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 a modern elephant. This wooly rhino is slightly larger and stronger than a moden rhino, about 15' 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 will attack any intruders into its territoy. 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 automatic stamping damage. Opponents who do not make attacks of opportunity against the rhino can attempt a Reflex save (DC 20) to halve the damage. The wooly rhinoceros first appeared in the 1E Monster Manual (1977, Gary Gygax). [/QUOTE]
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