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Skeletal Woolly RhinocerosCreature 5


UncommonNELargeMindlessSkeletonUndead
Source Pathfinder #176: Lost Mammoth Valley
Perception +9 (darkvision)
Languages none
Skills Athletics +14
Str +5, Dex +1, Con +4, Int -5, Wis +2, Cha +0

AC 22; Fort +15; Reflex +8; Will +11;
HP 75 (negative healing)
Speed 35 feet
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Resistances Cold 5, Electricity 5, Fire 5, Piercing 5, Slashing 5

Horn One Action +15 (+10, +5) to hit (reach 10) 2d10+5 Piercing
Foot One Action +15 (+10, +5) to hit 2d6+6 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Rhinoceros Charge Two Actions

The rhino Strides twice, then makes a horn Strike. As long as the rhino moved at least 20 feet, the Strike's damage increases to 3d12+5. A Medium or smaller creature struck by this attack must succeed at a DC 22 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 19 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).



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.

Skeleton

This undead is made by animating a dead creature's skeleton with negative energy. An ability with this trait can be used or selected only by skeletons.