Arsinoitherium

This creature is much like a rhino, some six feet tall and ten feet long, with a pair of massive, knife-like horns curving up from its nose.
 

Arsinoitherium (CR 7)

Large Animal
Alignment: Neutral
Initiative: +0
Senses: Low-Light Vision, Scent; Perception +13
  Speed: 30 feet
Space: 10 feet
 

Defense

Armor Class: 20, touch 9, flat-footed 20 (+11 natural, -1 size)
Hit Points: 85 (9d8+45)
Saving Throws: Fort +13, Ref +6, Will +4
 

Offense

Melee: gore +14 (4d8+13)
Reach: 5 feet
  Special Attacks: Powerful Charge (4d8+13), Trample (2d8+13, DC 23)
 

Statistics

StrDexConIntWisCha
28 (+9) 10 (+0) 21 (+5) 2 (-4) 13 (+1) 3 (-4)
Base Attack Bonus: +6
CMB +16
CMD 26 (30 vs. Trip)
  Feats: Diehard, Endurance, Great Fortitude, Powerful Maneuvers
  Skills: Perception +13
  Languages:
 

Special Abilities

NONE
 

Ecology

Environment: Temperate Plains
Organization: solitary, pair, or herd (3-12)
Treasure: none

  The arsinoitherium is a herbivore, but it displays a fierce and threatening behavior when it perceives danger: bellowing, stamping, and tossing its head. Threats that do not recede from such warnings are met with a fierce bellow and a charge.
  ARSINOITHERIUM COMPANIONS
  Starting Statistics: Size Medium; Speed 30 ft.; AC +4 natural; Attack gore (1d8 Ability Scores Str 14, Dex 12, Con 15, Int 2, Wis 13, Cha 3; Special Qualities low-light vision, scent.
  7th-Level Adv.: Size Large; AC +2 natural; Attack gore (2d8 Ability Scores Str +8, Dex -2, Con +4; Special Qualities powerful charge (2d8), trample.

Contents


Powered by World Anvil