Skip to main content

Rhinoceros

Large Beast, unaligned

CR 2

450 XP

AC: 11 (natural armor)
HP: 45 (6d10+12)
Speed: walk 40 ft.
Senses: passive Perception 11
Languages:
STR
21
+5
DEX
8
-1
CON
15
+2
INT
2
-4
WIS
12
+1
CHA
6
-2

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

Challenge: CR 2
Type: Beast
Size: Large
Alignment: unaligned
Best for a party of 4 at level 3-5

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.