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{{author
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= Sandbox =
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{{Author
 
|author_name=Aarnott
 
|author_name=Aarnott
|date_created=October 6, 2009
+
|date_created=
|adopter=
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|status=Working away
|date_adopted=  
 
|status=Pretty much there
 
|editing=
 
 
|balance=Rogue
 
|balance=Rogue
|img=
 
|caption=
 
}}
 
{{3.5e Class Semantic
 
|description=A powerful manipulator of objects, the force master can toss her enemies around with ease.
 
 
}}
 
}}
  
 +
== Note ==
  
==Force Master==
+
This monster is balanced to fit in a rogue level game. I have taken the liberty of '''not''' using the standard D&D rules for determining various statistics for this monster. As a result, it may seem a bit stronger (or weaker) than some SRD monsters of the same CR and that is fine. I think it will pose an appropriate challenge for rogue-level characters of its CR.
  
{{Quote|blah blah blah}}
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== Dire Rhinoceros ==
  
Have you ever stared at an object, attempting to will it to move with your mind? Force masters have obsessively. Through extreme concentration and dedication, they tap into an inner layer of dormant magic that flows through every object. Using this magic, a force master is able to move these objects around with her mind. With her dedicated concentration and attunement to this magic force, she gains an uncanny perception of the world around her.
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{{Stat Block 2
 +
|summary=
  
===Playing a Force Master===
+
<!-- Base Stats -->
 +
|name=Dire Rhinoceros |cr=6
 +
|al=N |size=[[SRD:Huge Size|Huge]] |type=[[SRD:Animal|Animal]]
 +
|space=15 ft. |reach=10 ft.
 +
|str=30 |dex=12 |con=25 |int=2 |wis=13 |cha=6
 +
|init=+1 |listen=+9 |spot=+4 |sens=Low-light vision
  
All force masters are born through an obsession with control. Some more naturally take to controlling objects than others, but every force master has spent many hours of their life staring at objects and attempting to impose their will on them.
+
<!-- Defenses -->
 +
|ac=26 |acmods= |touch=18 |flat=24 |othac=
 +
|hp=65 |hd=6 |othhp=DR 2/&mdash;
 +
|fort=+10 |ref=+7 |will=+7 |othsave=
 +
|resist=2 all energy types
  
'''Abilities:''' [[Wisdom]] is the most important ability score for force masters because it allows them to focus their perceptions and instincts into the objects around them. When a force master begins adventuring, they have already mastered the level of concentration needed to control objects and the matter becomes more about them imposing their will on the object, however, [[Constitution]] can still greatly benefit a force master by allowing him to improve his concentration to continue controlling objects even under duress.
+
<!-- Movement -->
 +
|spd=40 ft. (8 squares)
 +
|othspd=Thunderous Hooves
  
'''Races:''' Curious, arrogant races most often become force masters. The curiosity is what drives them to try staring at objects for hours at a time and the arrogance is what leads them to believe that they will succeed. For this reason, [[SRD:Human|humans]] are commonly force masters.
+
<!-- Offense -->
 +
|bab=+4 |grp=+10
 +
|atkop=Charger, Trample, Butt, Stomp
 +
|melee1=+15 Gore (3d6+15)
  
'''Alignment:''' Force masters can come from any background having variable numbers found in any alignment.
+
|sq=
 +
|feats=
 +
|skills=
  
'''Starting Gold:''' 2d4 x 10 gp (50 gp).
+
<!-- Non spell-likes -->
 +
|san1=Charger ([[Ex]])
 +
|sad1=A dire rhinoceros is a master charger and can automatically decide to consider a run action a charge at any point when it is running. It chooses a target for the charge and makes an attack against that target, as normal. The rhino only takes the penalties from the run action in this case, not the charge penalties as well.
  
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[SRD:Monk|Monk]].
+
|san2=Trample ([[Ex]])
 +
|sad2=If a dire rhinoceros moves over top of a prone creature's square, the creature can choose to either make an attack of opportunity or try to roll out of the way. If it chooses to make the attack of opportunity, it takes 5d6 damage. If it chooses to roll out of the way, it must make a Reflex save DC 19 or a Escape Artist check DC 24 or else take 5d6 damage.
  
{| class="zebra d20"
+
|san3=Butt ([[Ex]])
|+
+
|sad3=As a standard action, a dire rhinoceros can headbutt a creature. It makes a Gore attack as normal. If it hits, the creature is knocked back 5ft. per 5 damage dealt and knocked prone if the dire rhinoceros deals at least 25 damage.
<div>{{Anchor|Table: The Force Master}}</div>
 
Hit Die: d6
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! rowspan="2" | Special
 
|-
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
|-
 
|1st|| class="left" | +0 || +0 || +0 || +2
 
| class="left" | [[#Force Pool|Force Pool]], [[#Force Push/Pull|Force Push/Pull]], [[#Mage Hand|Mage Hand]], [[#Telekinetic Thrust|Telekinetic Thrust]]
 
|-
 
|2nd|| class="left" | +1 || +0 || +0 || +3
 
| class="left" | [[#Mage Hand|Mage Hand]] (move + swift), [[#Shockwave|Shockwave]]
 
|-
 
|3rd|| class="left" | +2 || +1 || +1 || +3
 
| class="left" | [[#Force Push/Pull|Force Push/Pull]] (half on save), [[#Telekinetic Armor|Telekinetic Armor]]
 
|-
 
|4th||class="left" | +3 || +1 || +1 || +4
 
| class="left" | [[#Force Trick|Force Trick]], [[#Mage Hand|Mage Hand]] (swift + free)
 
|-
 
|5th||class="left" | +3 || +1 || +1 || +4
 
| class="left" | [[#Force Push/Pull|Force Push/Pull]] (medium range), [[#Shockwave|Shockwave]] (push)
 
|-
 
|6th||class="left" | +4 || +2 || +2 || +5
 
| class="left" | [[#Force Stop|Force Stop]], [[#Mage Hand|Mage Hand]] (range, weight, speed)
 
|-
 
|7th||class="left" | +5 || +2 || +2 || +5
 
| class="left" | [[#Force Jump|Force Jump]], [[#Force Push/Pull|Force Push/Pull]] (perpendicular)
 
|-
 
|8th||class="left" | +6/+1 || +2 || +2 || +6
 
| class="left" | [[#Force Trick|Force Trick]], [[#Mage Hand|Mage Hand]] (multiple objects)
 
|-
 
|9th||class="left" | +6/+1 || +3 || +3 || +6
 
| class="left" | [[#Force Acrobatics|Force Acobatics]], [[#Shockwave|Shockwave]] (increase radius)
 
|-
 
|10th||class="left" | +7/+2 || +3 || +3 || +7
 
| class="left" | [[#Force Pool|Force Pool]] (+3 per turn), [[#Mage Hand|Mage Hand]] (free)
 
|-
 
|11th||class="left" | +8/+3 || +3 || +3 || +7
 
| class="left" | [[#Resilient Sphere|Resilient Sphere]]
 
|-
 
|12th||class="left" | +9/+4 || +4 || +4 || +8
 
| class="left" | [[#Force Pool|Force Pool]] (standard), [[#Force Trick|Force Trick]]
 
|-
 
|13th||class="left" | +9/+4 || +4 || +4 || +8
 
| class="left" | [[#Telekinetic Armor|Telekinetic Armor]] (immediate), [[#Wall of Force|Wall of Force]]
 
|-
 
|14th||class="left" | +10/+5 || +4 || +4 || +9
 
| class="left" | [[#Force Mastery|Force Mastery]]
 
|-
 
|15th||class="left" | +11/+6/+6 || +5 || +5 || +9
 
| class="left" | [[#Wall of Force|Wall of Force]] (immediate)
 
|-
 
|16th||class="left" | +12/+7/+7 || +5 || +5 || +10
 
| class="left" | [[#Force Pool|Force Pool]] (+4 per turn), [[#Force Trick|Force Trick]]
 
|-
 
|17th||class="left" | +12/+7/+7 || +5 || +5 || +10
 
| class="left" | [[#Force Pool|Force Pool]] (move)
 
|-
 
|18th||class="left" | +13/+8/+8 || +6 || +6 || +11
 
| class="left" | [[#Force Mastery|Force Mastery]] (full)
 
|-
 
|19th||class="left" | +14/+9/+9 || +6 || +6 || +11
 
| class="left" | [[#Resilient Sphere|Resilient Sphere]] (telekinetic sphere)
 
|-
 
|20th||class="left" | +15/+10/+10 || +6 || +6 || +12
 
| class="left" | [[#Force Grandmaster|Force Grandmaster]]
 
|-
 
| colspan="42" class="skill" |
 
'''[[SRD:Class|Class]] Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
 
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]).
 
|}
 
  
'''Weapon and Armor Proficiency:''' Force masters are proficient with all [[SRD:Simple Weapon|simple weapons]], [[SRD:Bolas|bolas]], and [[SRD:Light Armor|light armor]].
+
|san4=Stomp ([[Ex]])
 +
|sad4=As a standard action, a dire rhinoceros can stomp the ground, sending a shockwave through the earth. Each creature within 30 ft. must make a Reflex save DC 19 or a Balance check DC 24 or else fall prone and take 10 damage. On a successful save or skill check the creatures still take 5 damage, but are not knocked prone.
  
'''Force Effects:''' Unless otherwise noted, all of the force master's class features are [[SRD:Force Effect|force effects]] and can freely affect [[SRD:Incorporeal|incorporeal]] creatures.
+
|san5=Thunderous Hooves ([[Ex]])
 +
|sad5=Whenever a dire rhinoceros runs or charges, each creature that is within 20 ft. of the rhino at any point of its movement must make a Reflex save DC 19 or a Balance check DC 24 or else fall prone. Resolve this saving throw or skill check immediately when the rhino is within range (which may mean it could trample you if it was charging at you).
  
'''{{Anchor|Force Pool}}:''' A force master, through a keen development of their senses, learn to manipulate objects in space. To represent this power, she has a pool of force points equal to 5 + her class level + her wisdom bonus. She can spend force points on class abilities and she regains 2 force points at the start of her turn. At 10th level she regains 3 force points at the start of her turn. At 16th level she regains 4 force points at the start of her turn.
+
}}
 
 
Force masters can spend a [[SRD:Full-Round Actions|full-round action]] to regain an additional number of points equal to her wisdom bonus. At 12th level this becomes a [[SRD:Standard Actions|standard action]]. At 17th level this becomes a [[SRD:Move Actions|move action]].
 
 
 
'''{{Anchor|Force Push/Pull}} ([[Su]]):''' Using her innate control over the position of matter in space, a force master can pull enemies towards her, move allies out of danger, or fling away charging monsters. By spending 3 force points, as an [[SRD:Action Types#Table: Actions in Combat|attack action]], a force master can move a target creature in [[SRD:Spell_Descriptions#Close|close range]] (10ft. + 5ft. per 2 class levels) towards her or away from her (this must be a straight line directly to or from her). The target is entitled to a [[SRD:Saving Throw#Will|Will save]] DC (DC 10 + 1/2 class level + wisdom modifier) to avoid being moved. If the target hits a wall, it takes 1d6 damage per 10ft. moved. She may spend a number of additional points up to half her class level to increase the distance moved by 10ft. per point spent.
 
 
 
At 3rd level, the target is moved half the distance on a successful save.
 
 
 
At 5th level, this ability extends to [[SRD:Spell_Descriptions#Medium|medium range]].
 
 
 
At 7th level, she can make up to half of the movement in a perpendicular direction (usually vertical), which can cause fall damage.
 
 
 
'''{{Anchor|Mage Hand}} ([[Sp]]):''' A force master can use ''[[SRD:Mage Hand|mage hand]]'' at will. She can cast it as a [[SRD:Swift Actions|swift action]]. Her caster level is equal to her class level. She can also affect attended objects that are not wielded (like a potion on a belt but not a sword in the target's hand), but she must spend 1 force point in order to do this and the target gets a Reflex save DC (DC 10 + 1/2 class level + wisdom modifier) to resist this effect.
 
 
 
At 2nd level, she can concentrate on it as a move action and direct it as a swift action.
 
 
 
At 4th level, she can concentrate on it as a swift action and direct it as a [[SRD:Free Actions|free action]]. She can still only direct it once per round.
 
 
 
At 6th level, it extends to medium range and it can lift 25lbs per class level. She can also move the object at a speed of 10ft. per 3 class levels instead of 15ft.
 
 
 
At 8th level, it can be used to manipulate and move 1 object per 4 class levels rather than a single object.
 
 
 
At 10th level, She may concentrate on one instance of this spell-like ability as a free action (all other instances are swift actions). This means that she effectively can always carry objects around without thought.
 
 
 
'''{{Anchor|Telekinetic Thrust}} ([[Su]]):''' Using a burst of telekinetic energy, a force master can propel projectiles at a far greater speed than she could naturally attain, increasing their accuracy and lethality. As an attack action that costs 2 force points, the force master can throw a projectile that is being carried by her mage hand or that she is currently holding. This is treated as a normal attack with the projectile, but increase the attack roll by her wisdom modifier or class level, whichever is lower, and the damage by 2 per class level.
 
 
 
'''{{Anchor|Shockwave}} ([[Su]]):''' At 2nd level, a force master can unleash a burst of force energy that knocks creatures to the ground. By spending 5 force points as a standard action, she can make a [[SRD:Trip|trip]] attempt against each target in 10ft., substituting her class level for her Base Attack Bonus and her wisdom for her strength. She may spend a number of additional points up to her class level to increase her trip check by 2.
 
 
 
At 5th level, she may spend 2 additional force points to affect each creature in the shockwave with a force push that moves the creatures 5ft. away per 2 class levels.
 
 
 
At 9th level, she may spend a number of additional points up to half her class level to increase the shockwave radius by 10ft per 2 points spent and increase the force push distance by 5ft. per point spent (if applicable).
 
 
 
'''{{Anchor|Telekinetic Armor}} ([[Su]]):''' At 3rd level, a force master can create a shield of force energy that blocks attacks. As a swift action that costs 2 force points, the force master can grant herself or a target in touch range a [[SRD:Armor Class#Deflection Bonus|deflection bonus]] to AC equal to her wisdom bonus and 3 [[SRD:Temporary Hit Points|temporary HP]] per class level. These benefits last 3 rounds.
 
 
 
At 13th level, she can use this ability as an [[SRD:Immediate Actions|immediate action]] by spending an extra force point.
 
 
 
'''{{Anchor|Force Trick}}:''' At 4th, 8th, 12th, and 16th level, the force master chooses one of the following abilities:
 
 
 
''Force Disarm ([[Su]]):'' A force master can exert her telekinetic control to swipe a weapon right out of your hands. As a standard action that costs 3 force points, a force master can attempt to [[SRD:Disarm|disarm]] a target in medium range, substituting her class level for her base attack bonus and her wisdom for her strength. She may spend a number of additional points up to her class level to increase her disarm check by 2. If she succeeds, the item is pulled up to 100ft. directly towards her (she may choose to have it flung less of a distance).
 
 
 
''Force Trip ([[Su]]):'' By sending a wave of force at the legs of an opponent, they fall over their own feet. As a standard action that costs 3 force points, a force master can attempt to trip a target in medium range, substituting her class level for her base attack bonus and her wisdom for her strength. She may spend a number of additional points up to her class level to increase her trip check by 2.
 
 
 
''Force Grapple ([[Su]]):'' By creating a powerful telekinetic field around a creature, a force master can pin it down and slowly crush it. As a standard action that costs 3 force points, a force master can attempt to [[SRD:Grapple|grapple]] a target in medium range, substituting her class level for her base attack bonus and her wisdom for her strength. She may spend a number of additional points up to her class level to increase her grapple check by 2. She deals 1d6 force damage per 2 class levels with successful grapple checks in place of unarmed damage and she can maintain and continue the grapple for 3 force points on her next turn as a standard action (using the same grapple modifier she used during her first grapple attempt).
 
 
 
''Force Opportunity ([[Su]]):'' By taking a moment to extend her perception to all of the creatures around her, a force master can use her telekinesis to react to opportunities that she normally wouldn't notice. As a swift action that costs 3 force points, a force master can threaten an area of short range as if that were her reach. [[SRD:Attacks of Opportunity|Attacks of opportunity]] that are generated from this increased area must be force push/force pull or telekinetic thrust. This ability lasts until her next turn.
 
 
 
'''{{Anchor|Force Stop}} ([[Su]]):''' By treating a creature as an object in space, a force master can manipulate it and stop its movements completely. At 6th level, a force master can, as a standard action that costs X force points, [[SRD:Paralyzed|paralyze]] the target within short range. The target is entitled to a Will save DC (DC 10 + 1/2 class level + wisdom modifier) to avoid this effect. Each round the target may spend a full-round action to attempt a new saving throw.
 
 
 
'''{{Anchor|Force Jump}} ([[Su]]):''' A force master is able to propel her own body around defying the forces of gravity. At 7th level, as a move action, a force master can spend 5 force points to gain a [[SRD:Fly|fly]] speed of 60ft. with good maneuverability for 1 round per wisdom bonus.
 
 
 
At 9th level, the duration improves to 1 minute per wisdom bonus.
 
 
 
At 11th level, the ability to fly becomes innate and it does not require activation or force points.
 
 
 
'''{{Anchor|Force Acrobatics}} ([[Su]]):''' A force master can use her powers to manipulate her own body in space, enhancing her capabilities of doing flips. At 9th level, a force master can spend a number of force points, up to her class level/3, to add a +5 enhancement bonus per point spent to a single [[SRD:Tumble Skill|tumble]] check.
 
 
 
'''{{Anchor|Resilient Sphere}} ([[Sp]]):''' With a sweep of her hand, a force master can create an invincible field of energy that surrounds a creature. At 11th level, a force master can cast ''[[SRD:Resilient Sphere|resilient sphere]]'' as a spell-like ability by spending 6 force points. Her caster level is equal to her class level and the save DC is 10 + 1/2 class level + wisdom modifier.
 
 
 
At 19th level, she can cast ''[[SRD:Telekinetic Sphere|telekinetic sphere]]'' instead.
 
 
 
'''{{Anchor|Wall of Force}} ([[Sp]]):''' Extending her ability to create invincible spheres, a force master learns to create walls that function similarly. At 13th level, a force master can cast ''[[SRD:Wall of Force|wall of force]]'' as a spell-like ability by spending 6 force points. Her caster level is equal to her class level.
 
 
 
At 15th level, a force master can cast it as an immediate action by spending 4 extra force points.
 
 
 
'''{{Anchor|Force Mastery}} ([[Su]]):''' In a moment of pure clarity, the force master can use her power near limitlessly. Once per day as a full-round action, the forcemaster can increase the amount of force points she regenerates each round, starting on her next turn, by her wisdom modifier. This lasts 3 rounds.
 
 
 
At 18th level, force mastery only takes a move action to activate and she regenerates her entire force pool each round for the 3 rounds instead.
 
 
 
'''{{Anchor|Force Grandmaster}} ([[Ex]]):''' At 20th level, a force master can defy the laws of magic. All of the force master class abilities are now [[Ex]] instead of [[Su]] or [[Sp]].
 
 
 
====Human Force Master Starting Package====
 
 
 
'''Armor:'''
 
 
 
'''Weapons:'''
 
 
 
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.
 
 
 
{| class="zebra d20"
 
|-
 
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
 
|-
 
| class="left" | TODO || 4 || TODO || &mdash;
 
|}
 
 
 
'''Feat:'''
 
 
 
'''Bonus Feats:'''
 
 
 
'''Gear:'''
 
 
 
'''Gold:'''
 
 
 
===Campaign Information===
 
 
 
====Playing a Force Master====
 
 
 
'''Religion:'''
 
 
 
'''Other Classes:'''
 
 
 
'''Combat:'''
 
 
 
'''Advancement:'''
 
 
 
====Force Masters in the World====
 
 
 
{{quote|blah blee blah|orig=Moo}}
 
 
 
'''Daily Life:'''
 
 
 
'''Organizations:'''
 
 
 
'''NPC Reactions:'''
 
 
 
====Force Master Lore====
 
 
 
Characters with ranks in Knowledge (arcana) can research force masters to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
 
 
 
{| class="zebra d20"
 
|+ Knowledge (Local)
 
! DC || class="left" | Result
 
|-
 
| 10 || class="left" |
 
|-
 
| 15 || class="left" |
 
|-
 
| 20 || class="left" |
 
|-
 
| 25 || class="left" |
 
|}
 
  
====Force Masters in the Game====
+
The dire rhinoceros is infamous for its bloodthristy aggression and willingness to charge and kill creatures it considers a rival or possible challenge.
  
......
+
Dire rhinoceros' are 10 to 16 feet long, 5 to 7 feet at the shoulder, and weigh around 15,000 lbs.
  
'''Adaptation:'''
+
===Strategies and Tactics===
  
'''Sample Encounter:'''
+
A dire rhinoceros runs in a straight line, hoping its thunderous hooves will knock down some enemies and allow a trample. Generally, it will prefer to trample enemies and run past if it can.
  
''EL <!-- EL Number -->:'' 7
+
When cornered by groups, it will stomp on the ground and move over an enemy that is knocked prone to trample them and also make an escape. If one enemy is much more threatening than others, it will use its butt attack to fling the enemy away (and if the enemy is knocked prone, the rhino will trample them too).
  
  
 
----
 
----
{{3.5e Base Classes Breadcrumb}}
+
{{Dire Petting Zoo Breadcrumb}} &rarr; [[Dire Petting Zoo (3.5e Sourcebook)/Dire Animal Bestiary|Bestiary]]<br>
 +
{{3.5e Monsters Breadcrumb}}
 +
[[Category:3.5e]]
 +
[[Category:User]]
 +
[[Category:Monster]]

Latest revision as of 17:52, 31 August 2011

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Author: Aarnott (talk)
Date Created:
Status: Working away
Editing: Clarity edits only please
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Note[edit]

This monster is balanced to fit in a rogue level game. I have taken the liberty of not using the standard D&D rules for determining various statistics for this monster. As a result, it may seem a bit stronger (or weaker) than some SRD monsters of the same CR and that is fine. I think it will pose an appropriate challenge for rogue-level characters of its CR.

Dire Rhinoceros[edit]


Dire Rhinoceros

CR 6

N Huge Animal
Init/Senses +1/Low-light vision; Listen +9, Spot +4
AC 26, touch 18, flat-footed 24
hp 65 (6 HD); DR 2/—
Resist 2 all energy types
Fort/Ref/Will +10/+7/+7
Speed 40 ft. (8 squares); Thunderous Hooves
Melee +15 Gore (3d6+15)
Space/Reach 15 ft./10 ft.
Base Atk/Grp +4/+10
Atk Options Charger, Trample, Butt, Stomp
Abilities Str 30, Dex 12, Con 25, Int 2, Wis 13, Cha 6
Advancement
Charger (Ex) A dire rhinoceros is a master charger and can automatically decide to consider a run action a charge at any point when it is running. It chooses a target for the charge and makes an attack against that target, as normal. The rhino only takes the penalties from the run action in this case, not the charge penalties as well.
Trample (Ex) If a dire rhinoceros moves over top of a prone creature's square, the creature can choose to either make an attack of opportunity or try to roll out of the way. If it chooses to make the attack of opportunity, it takes 5d6 damage. If it chooses to roll out of the way, it must make a Reflex save DC 19 or a Escape Artist check DC 24 or else take 5d6 damage.
Butt (Ex) As a standard action, a dire rhinoceros can headbutt a creature. It makes a Gore attack as normal. If it hits, the creature is knocked back 5ft. per 5 damage dealt and knocked prone if the dire rhinoceros deals at least 25 damage.
Stomp (Ex) As a standard action, a dire rhinoceros can stomp the ground, sending a shockwave through the earth. Each creature within 30 ft. must make a Reflex save DC 19 or a Balance check DC 24 or else fall prone and take 10 damage. On a successful save or skill check the creatures still take 5 damage, but are not knocked prone.
Thunderous Hooves (Ex) Whenever a dire rhinoceros runs or charges, each creature that is within 20 ft. of the rhino at any point of its movement must make a Reflex save DC 19 or a Balance check DC 24 or else fall prone. Resolve this saving throw or skill check immediately when the rhino is within range (which may mean it could trample you if it was charging at you).

The dire rhinoceros is infamous for its bloodthristy aggression and willingness to charge and kill creatures it considers a rival or possible challenge.

Dire rhinoceros' are 10 to 16 feet long, 5 to 7 feet at the shoulder, and weigh around 15,000 lbs.

Strategies and Tactics[edit]

A dire rhinoceros runs in a straight line, hoping its thunderous hooves will knock down some enemies and allow a trample. Generally, it will prefer to trample enemies and run past if it can.

When cornered by groups, it will stomp on the ground and move over an enemy that is knocked prone to trample them and also make an escape. If one enemy is much more threatening than others, it will use its butt attack to fling the enemy away (and if the enemy is knocked prone, the rhino will trample them too).



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