Fiendish Rhinoceros CR 6
Always NE Large Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., low-light vision; Listen +14, Spot +3
Languages —
AC 16 (−1 size, +7 natural), touch 9, flat-footed 16
hp 8d8+40 (76 hp); DR 5/magic
Fort Ref Will
Speed 30 ft. (6 squares)
Space/Reach 10 ft./5 ft.
Base Atk +6; Grp +18
Melee gore ()
Attack Options Powerful charge 4d6+24, Smite good
SQ darkvision 60 ft., Low-light vision, resistance to cold 10 and fire 10, SR 13
Abilities Str 26, Dex 10, Con 21, Int 3, Wis 13, Cha 2
Feats Alertness, Endurance, Improved Natural Attack (gore)
Skills Listen +14, Spot +3
Advancement 9–12 HD (Large); 13–24 HD (Huge)
Environment Any evil-aligned plane
Organization Solitary or herd (2–12)
Treasure None
Summon Monster: Summon Monster VI
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +8 extra damage against an good foe.
Powerful Charge (Ex): When a rhinoceros charges, its gore attack deals 4d6+24 points of damage.
Fiendish template: Applied to the base creature (see Fiendish Creature). Animals and vermin become magical beasts; Intelligence is at least 3; darkvision 60 ft.; energy resistance, DR, and SR by Hit Dice; natural weapons count as magic for overcoming DR when the creature has DR.
The rhinoceros is infamous for its bad temper and willingness to charge intruders.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster VI.