
Rhinotaur |

Alright, I figured with my first post that I'd throw up an attempt at creating the statblock for my namesake -- Rhinotaur.
RHINOTAUR CR 4
XP 1,200
N Large monstrous humanoid
Init +0; Senses scent; Perception +12
DEFENSE
AC 16, touch 9, flat-footed 14 (+2 armor, +7 natural, -1 size)
hp 38 (5d10+8)
Fort +8, Ref +4, Will +4
OFFENSE
Speed 30 ft.
Melee longsword +8/+3 (1d8+4/19-20) gore +6 (1d6+4)
Ranged javelin +4 (1d6+4/x2)
Space 10 ft; Reach 5 ft
Special Attacks powerful charge (gore +7, 2d6+6)
STATISTICS
Str 18, Dex 10, Con 14, Int 10, Wis 10, Cha 8
Base Atk +5; CMB +8; CMD 18
Feats Great Fortitude, Power Attack, Skill Focus (Perception)
Skills Intimidate +5, Perception +12, Survival +10
Racial Modifiers +4 Perception, +4 Survival
Languages Common, Rhinotaur
ECOLOGY
Environment warm plains
Organization solitary, pair, hunting party (4-6), tribe (12-48 plus 4 hunters of 4th level and 1 chieftain of 6th level)
Treasure NPC Gear (leather armor, long sword, javelin, other treasure)
SPECIAL ABILITIES
Hatred (Ex) Rhinotaur receive a +1 bonus on attacks against gnolls due to special training against these hated foes.
Hit or miss? Feedback appreciated. Thanks.

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You're AC is off. It should be 18 (t9, ff18) with the leather armor. Otherwise, mechanically, it looks good. I maybe would have made them a little dumber (though only INT 9,) and the Monstrous Humanoid type would give them darkvision by default. A little fluff would help explain why they have a beef with gnolls. I would have thought they had it in for werewolves.

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Something else I just noticed. It seems the average rhinotaur is only slightly stronger than an orc and weaker than a minotaur. Of course, they are a bit smarter than both so I guess it evens out. Minotaurs already have the market cornered on greataxe-wielding beast-men, but a two-handed weapon like a longspear or earthbreaker might make more sense for a large race with power attack. The extraplanar Rhek (LG medium-sized rhino men) favored halberds and often became monks.

Remco Sommeling |

I personally would avoid giving them leather armor without light armor proficiency, even though it doesnt gives no penalties it feels a bit munchkin ish.
I would be inclined to give them shields though (armored tank style) and a heavy mace to go with their brute strength.
str 21 dex 10 con 17 int 8 wis 11 cha 8
I'd be inclined to give them 6 HD, same as minotaur, also your saves are off.. monstrous humanoids dont have good fortitude saves. (another reason to raise con a bit)
skills :
intimidate 3 skill points
perception 2 skill points
survival 3 skill points
still missing 2 more skill points, I'd give them 6HD and lower int though, so I'd take a skillpoint off both survival and intimidate.
- gore attack could go to 1d8 base rather than 1d6, 2d8+7 on powerful charge and you got the attack bonus wrong, it has -5 on attack without multi-attack rather than -2.
- reach should be 10 feet for a monstour humanoid size large
That is all I think..
with these changes :
AC is 4 better than minotaur, attack is less dangerous though, except for the charge which is a bit more so. slightly more hp. no natural cunning.
I think it will still fit CR 4