Rhyperior (3.5e Monster)



Summary::A vaguely humanoid being, like a living tank made of stone, lumbers along. Its arms are hollow, and every so often it shoots rocks from them.

Combat
 (Ex): Rhyperior can trample Small creatures or smaller. It deals 2d6+14 damage (for the sample Rhyperior) and the save DC is 24.

 (Ex): When Rhyperior makes a charge attack, it is practically an unstoppable force. Everything in its path can either step aside (if there is room to do so) as a non-action or stand there like an idiot. If they stand there, then they may make an attack of opportunity. If that doesn't stop the Rhyperior, it gets a free horn attack and may attempt a bull rush as well.

 (Su): Rhyperior can make itself look extra fierce, and is able to make an Intimidate check to demoralize as a Swift action.

 (Ex): Whenever it scores a critical hit with a Gore attack, Rhyperior deals 4 points of Constitution damage through blood loss.

 (Ex): Rhyperior takes double damage from acid, and gets pissed off.

 (Ex): When Rhyperior charges, it doubles its DR and gains Mettle and immunity to critical hits. These last until its next turn begins.

 (Sp): At will: earthquake, spike stones, crumble; 1/day: rock wrecker (all in 100 ft./CL take 2d6/CL bludgeoning, Fort half, leaves an enormous crater and a sandstorm). Caster level equals hit dice, and the Save DCs is 10 + Spell Level + Rhyperior’s Charisma modifier.


 * The sample Rhyperior has a caster level of 14 and save DC of 13 + spell level.

 (Ex): With a move action, Rhyperior can generate a dose of poison, coating the horn. A dose lasts for 3 rounds before disintegrating. The DC is 22, and the damage is 1d6 Str/1d6 Str.