Krishnath
First Post
The title says it all, comments are appreciated.
Dire Rhino
Gargantuan Animal
Hit Dice: 25d8+225 (337 hp)
Initiative: +0 (Dex)
Speed: 30'
AC: 19 (-4 size, -1 Dex, +14 natural)
Attacks: Gore +30 melee
Damage: Gore 4d6+24
Face/Reach: 20' by 40'/15'
Special Attacks: Trample 2d8+24
Special Qualities: -
Saves: Fort +23, Ref +7, Will +9
Abilities: Str 42, Dex 8, Con 29, Int 2, Wis 13, Cha 2
Skills: Listen +16
Feats: Power Attack,
Climate/Terrain: Temperate and Warm Plains
Organization: Solitary or Pair
Challenge Rating: 15
Treasure: None
Alignment: Usually neutral
Advancement: 26-35 HD (Gargantuan), 36-75 HD (Colossal)
Dire Rhinos are among the most feared of all dire animals, due to their unpredictability, great strength, and ability to lay waste to entire cities.
A dire rhino resembles a rhino of titanic proportions with short brown fur and red eyes. The Dire Rhino has three horns.
Combat:
Dire Rhinos are known to charge anything they think is a threat, charging forth and not stopping until they either hit something harder than they are or fall down from exhaustion. Fortunatly their eyesight is quite poor.
Trample (Ex): As a standard action during it's turn each round, the Dire Rhino can litterally run over an opponent at least one size catagory smaller than itself. The Dire Rhino simply has to move over the opponent. The trample deals 2d8+24 points of bludgeoning damage.
A trampled opponentcan attempt attacks of oppertunity against the dire rhino, but they incure a -4 penalty. If the trampled creature does not make attacks of oppertunity, it can attempt a Reflex save for half damage (DC: 38)
Later,
Dire Rhino
Gargantuan Animal
Hit Dice: 25d8+225 (337 hp)
Initiative: +0 (Dex)
Speed: 30'
AC: 19 (-4 size, -1 Dex, +14 natural)
Attacks: Gore +30 melee
Damage: Gore 4d6+24
Face/Reach: 20' by 40'/15'
Special Attacks: Trample 2d8+24
Special Qualities: -
Saves: Fort +23, Ref +7, Will +9
Abilities: Str 42, Dex 8, Con 29, Int 2, Wis 13, Cha 2
Skills: Listen +16
Feats: Power Attack,
Climate/Terrain: Temperate and Warm Plains
Organization: Solitary or Pair
Challenge Rating: 15
Treasure: None
Alignment: Usually neutral
Advancement: 26-35 HD (Gargantuan), 36-75 HD (Colossal)
Dire Rhinos are among the most feared of all dire animals, due to their unpredictability, great strength, and ability to lay waste to entire cities.
A dire rhino resembles a rhino of titanic proportions with short brown fur and red eyes. The Dire Rhino has three horns.
Combat:
Dire Rhinos are known to charge anything they think is a threat, charging forth and not stopping until they either hit something harder than they are or fall down from exhaustion. Fortunatly their eyesight is quite poor.
Trample (Ex): As a standard action during it's turn each round, the Dire Rhino can litterally run over an opponent at least one size catagory smaller than itself. The Dire Rhino simply has to move over the opponent. The trample deals 2d8+24 points of bludgeoning damage.
A trampled opponentcan attempt attacks of oppertunity against the dire rhino, but they incure a -4 penalty. If the trampled creature does not make attacks of oppertunity, it can attempt a Reflex save for half damage (DC: 38)
Later,