Rhinoceros
Large Beast, unaligned
450 XP
Special Abilities
Charge
If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Actions
Gore
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Quick Reference
Running This Encounter
The Rhinoceros is a straightforward but dangerous melee combatant that excels at charging and controlling space on the battlefield. Its low AC makes it vulnerable to ranged attacks, but its high HP and charging ability reward aggressive positioning. Use terrain features like scattered rocks or trees to create dynamic charging lanes, and consider pairing it with a handler or smaller creatures to make the encounter more complex. The rhino's predictable tactics—charge and gore—make it interesting through environmental interplay rather than tactical sophistication.
Combat Tactics
The Rhinoceros charges at the nearest threat, using its Charge action to gain advantage and deal extra damage on its gore attack. It has no ranged options and limited mobility beyond charging, so it commits fully to melee combat and will pursue fleeing targets. Once engaged, it continues goring its target until it dies or another enemy becomes closer.
Environment & Setting
Ideal in open grasslands, savannas, or wide-open plains where the rhino can build momentum for charging attacks. Avoid heavily forested areas that restrict the 40 ft. movement speed; instead use sparse terrain with some cover to create interesting positioning decisions for the party.