Another in the minotaur line...
- Devon
Rhino Hulk (Winged Insectile Minotaur)
Large Aberration
Hit Dice: 6d8+12 (39 hp)
Initiative: +4 (Dex)
Speed: 30 ft., Cl. 30 ft., Fly 50 ft. (perfect)
AC: 20 (-1 size, +7 natural, +4 Dex)
Attacks: Huge greataxe +9/+4 melee, gore +4 melee
Damage: Huge greataxe 2d8+4, gore 1d8+2
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Charge 4d6+6
Special Qualities: Scent, natural cunning, darkvision 60 ft., tremorsense, wide vision
Saves: Fort +6, Ref +9, Will +7
Abilities: Str 19 (+4), Dex 18 (+4), Con 15 (+2), Int 7 (-2), Wis 14 (+2), Cha 8 (-1)
Skills: Intimidate +5, Jump +8, Listen +10, Search +6, Spot +14
Feats: Great Fortitude, Power Attack
Climate/Terrain: Any mountain, desert or forest
Organization: Solitary or gang (2-4)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Rhino hulks are immense humanoid beetles with a wicked, forward-pointing horn. Although a rhino hulk appears to be a mutated umber hulk (and owes its name to that similarity), it shares some traits with minotaurs, including a natural affinity for mazes and a propensity for charging opponents horn forward.
Rhino hulks are usually employed as skilled mercenaries by indiscriminate or evil conquerors, but are occasionally secured as heavy guards. Their aggressive temperament makes any long-term assignment almost impossible unless they are either well-heeled or given a continual outlet for their aggressions.
A rhino hulk stands about 9 feet tall, and is about as wide. Its forward-slung head is ringed around with multifacated eyes, and its long muzzle is tipped with a wicked set of mandibles. Four dense, well-plated limbs serve as its forearms, with a pair of even thicker plated legs holding it aloft. It has a smooth, thick armored back, from which emerge a set of heavy gossamer wings when the rhino hulk takes to the air. Rhino hulks tend to be green or tan as befitting their environment, with darker ridges and bumps.
Rhino hulks speak their own language and Common.
Combat
Rhino hulks are serious toe-to-toe combatants, but their flight skills can make them an absolute menace. They charge opponents on the wing as well as on the ground, and their immense bulk and strength are matched only by their extreme dexterity. In melee combat a rhino hulk will fight with a greataxe (or some other large weapon) in addition to stabbing with its horn.
Charge (Ex): A rhino hulk typically begins a battle by charging at an opponent, lowering its head to bring its immense horn into play. In addition to the normal benefits and hazards of a charge, this allows the creature to make a single gore attack that deals 4d6+6 points of damage.
Natural Cunning (Ex): Although rhino hulks are not especially intelligent, they possess innate cunning and logical ability. This makes them immune to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
Tremorsense (Ex): A rhino hulk can automatically sense the location of anything within 60 feet that is in contact with the ground.
Wide Vision (Ex): Because its multiple eyes provide a wide angle of vision, the rhino hulk cannot be flanked.
Scent (Ex): A rhino hulk can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft. A rhino hulk has a +4 competence bonus when tracking by scent.
Skills: Rhino hulks receive a +8 racial bonus to Spot checks, and a +4 racial bonus to Search and Listen checks.
Rhino Hulk Characters
A rhino hulk's favored class is fighter. Their level adjustment is +6, making for a total ECL of 12.