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 AnimalAlignment: 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
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
28 (+9) | 10 (+0) | 21 (+5) | 2 (-4) | 13 (+1) | 3 (-4) |
CMB +16
CMD 26 (30 vs. Trip)
Feats: Diehard, Endurance, Great Fortitude, Powerful Maneuvers
Skills: Perception +13
Languages:
Special Abilities
NONEEcology
Environment: Temperate PlainsOrganization: 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.