Fortress Rhino

Huge beast, unaligned

Armor Class

16 (natural armor)

Hit Points

210 (20d12 + 80)

Speed

40 ft.

STR

24 (+7)

DEX

6 (-2)

CON

19 (+4)

INT

4 (-3)

WIS

12 (+1)

CHA

6 (-2)

Senses

passive Perception 11

Languages

--

Challenge

12 (8,400 XP)

Mobile Fortress. The rhino can hold up to four medium creatures within the outpost on its back.

Siege Monster. The rhino deals double damage to objects and structures.

Stampeding Charge. If the rhino moves at least 30 feet straight towards a target and hits it with a gore attack on the same turn, the target takes an additional 18 (4d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. In addition, any Medium or smaller creatures in the rhino’s path while performing this charge must succeed on a DC 15 Dexterity saving throw or take 18 (4d8) bludgeoning damage and be knocked prone as it is trampled underfoot.

Actions

Gore. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 34 (5d10 + 7) piercing damage and if the target is a Large creature or smaller it must succeed on a DC 18 Dexterity saving throw or become impaled by the rhino’s horn. A creature that is impaled in this way is grappled and takes 18 (4d8) piercing damage at the start of each of the rhino’s turns. While a creature is impaled, the rhino cannot use its gore attack on another creature.

An impaled creature can use its action to pull itself free from the horn, but continues to take 4 (1d8) piercing damage at the beginning of each of its turns until it is magically healed or a creature uses its action and succeeds on a DC 15 Wisdom (Medicine) check to patch up the wound.

Stomp. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 46 (6d12 + 7) bludgeoning damage and the target is a creature it must succeed on a DC 18 Strength saving throw or be knocked prone.

huge
beast
cr12
nerzugals-extended-bestiary