Namesake Creature


Homebrew and House Rules


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.

Liberty's Edge

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.


Yeah, some fluff would be helpful. I was able to picture them immediately, which I like, and the barebones concept is pretty cool. So far I'd just say maybe replace longsword with something that fits the environment a bit more, and maybe reduce the max number of a tribe?

Liberty's Edge

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.


Thanks for the input so far. I'll tinker a bit more.


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

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