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NPC 23

“Whitey”,  Fiendish Rhinoceros (D&D 3.5 CR 10)

This Rhino was created by the famous archmage “Taros the Mad”  in an attempt to create a familiar by taking the soul of a demon and crossing it with a huge white Rhino. This only partially worked in that it created a very powerful evil beast but one that could not be controlled, and seemed to be always angry.   Taros had to make a escape with a quickened fly spell to get out of the way as it broke through the magic containment.

Now “Whitey” terrorizes the plains, sometimes wrecking whole villages. Nothing scares this monstrosity as not much can really harm it.

Name “Whitey”, Fiendish Rhinoceros
Rhinoceros Fiendish CR 10
XP 9600
Neutral Huge Animal
Init +3; Senses Darkvision 60, Low-light Vision

DEFENSE

AC 17, Touch 7, flat footed 17 (+ No Armour, + Shield, none)
(-1 Dex, +10 Natural, -2 size)
hp 230 (20d8+140);
Fort +19, Ref +11, Will +9
Damage reduction 10/magic, Resistance to cold and fire 10, Spell Resistance HD + 5 (max of 25) = 25

OFFENSE

Speed 30
Melee
Single Attack Gore +26 (3d6+18/19-20)
Full Attack
Gore +26 (3d6+18/19-20)
Space 15ft (3×3)ft.; Reach 10ft (2)ft.
Special Attacks
Smite good 1 per day add extra damage = to HD total = +20,
Powerful charge 4d6 + 24 damage on a charge

STATISTICS

Str 34, Dex 8, Con 25, Int 4, Wis 13, Chr 2
Base Attack 15 Grapple 35
Feats
Alertness: +2 listen +2 spot,
Endurance: +4 on checks to resist non-lethal damage,
Improved Critical: Doubles critical chance of weapon,
Improved Initiative: +4 Initiative checks,
Improved Natural Attack: Attack damage goes up 1 size ,
Iron Will: +2 on will saves,
Weapon Focus: +1 to attack rolls
Skills Listen 15, Spot 14
Languages

ECOLOGY

Environment Warm plains
Organization Solitary, Herd 2-12
Treasure None

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