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RhinocerosCreature 4


NLargeAnimal
Source Pathfinder Bestiary 2
Perception +9 (scent (imprecise) 30 feet)
Languages none
Skills Athletics +12, Survival +10
Str +6, Dex +0, Con +4, Int -4, Wis +3, Cha -1

AC 22; Fort +14; Reflex +8; Will +11;
HP 70
Speed 35 feet

Horn One Action +14 (+9, +4) to hit 2d8+6 Piercing
Foot One Action +12 (+7, +2) to hit 2d6+6 Bludgeoning

Scent

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Rhinoceros Charge Two Actions

The rhinoceros Strides twice, then makes a horn Strike. As long as the rhinoceros moved at least 20 feet, the Strike's damage increases to 3d8+6 piercing damage. A Medium or smaller creature struck by this attack must succeed at a DC 21 reflex save or be automatically Shoved back 5 feet and knocked Prone by the force of the blow.

Trample Three Actions

Medium or smaller, foot, DC 18 basic reflex


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).


Rhinoceroses are short-tempered, territorial, and easily startled, and these traits combined with their innate ferocity means their natural instinct when disturbed is to attack. When intruders disturb or surprise rhinoceroses, the animals respond by charging directly at the interlopers and then lashing out with their mighty horns.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.