Rhinon - AI-generated fantasy Monster

Rhinon

Stories in prisons tell of Rhinons that will ask three questions and then bury the unlucky with their horn. Guards praise their reliability; prisoners fear their impartial enforcement. Some reformers claim Rhinons are former inmates transformed to ensure compliance.

HP85AC16SPD30 ft.CR4 (1,100 XP)PerceptionIntimidation
STR
18
save
DEX
14
CON
16
save
INT
8
WIS
12
CHA
10
Natural Hide. The Rhinon's thick, leathery hide provides natural protection. The Rhinon adds +2 to its AC while wearing its plated leather; this stacks with its natural armor to form an effective AC of 16.
Coordinated Patrol. If the Rhinon can see at least one of its allies within 5 feet of a target, the Rhinon has advantage on attack rolls against that target.
Inquisitive Procedure. Rhinons will always demand identification with up to three ritual questions before opening fire unless surprised or actively attacked. A creature that cannot answer the Rhinon's questions is considered hostile.
Exhausting Charge. If the Rhinon uses Charge it must spend its next turn recovering and cannot take actions or reactions during that turn. It can still move up to half its speed on that recovery turn.
Multiattack. The Rhinon makes two ranged attacks with its Light Crossbow or one ranged attack and one melee Horn Strike.
Light Crossbow. Ranged Weapon Attack: to hit, range 80/320 ft., one target. Hit: piercing damage. The Rhinon typically fires twice from cover, preferring to ask a challenge first. If it has used its Charge this round, it cannot fire this turn.
Horn Strike. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: piercing damage. If the Rhinon moved at least 20 feet straight toward the target immediately before hitting it with this attack, the target must succeed on a Strength saving throw or be knocked prone.
Charge. The Rhinon rushes forward in a straight line up to 30 feet. Each creature in the Rhinon's path must make a Dexterity saving throw. On a failed save a creature takes bludgeoning damage and is pushed 10 feet and knocked prone. On a successful save the creature takes half damage and is not pushed or knocked prone. After using Charge the Rhinon must spend its next turn recovering and cannot take actions or reactions, though it can move at half speed.
Protective Interpose. When a creature the Rhinon can see attacks an ally within 5 feet of the Rhinon, the Rhinon can use its reaction to impose disadvantage on that attack. The Rhinon cannot use this reaction if it used Charge on its previous turn.
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