Barreling Charge. If the rhinoceros moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, the target takes an extra 27 (6d8) damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone. If the target is prone, the rhinoceros can make one stomp attack against it as a bonus action.
Innate Spellcasting. The rhinoceros’s innate spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: absorb elements, earth tremor (as a 3rd-level spell), earthbind, erupting earth, primordial ward (no concentration), resistance
3/day each: heat metal, move earth (no concentration), protection from energy, stone shape, stoneskin (no concentration), transmute rock, wall of stone, wrath of nature (no concentration)
1/day each: bones of the earth, earthquake
Legendary Resistance (3/Day). If the rhinoceros fails a saving throw, it can choose to succeed instead.
Speak with Beasts. The rhinoceros can communicate with beasts as if they shared a language.
Telepathic Bond. If the rhino communicates with a creature telepathically, the creature can respond to the rhino, and other creatures in the conversation, likewise.
Titan's Stability. The rhino can only become prone if it wishes to be.
Gore. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 37 (6d8 + 10) piercing damage.
Stomp. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage. Each creature within 15 feet of the target must succeed on a DC 26 Strength saving throw or be knocked prone.
The rhinoceros can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The rhinoceros regains spent legendary actions at the start of its turn.
At-Will Spell. The rhinoceros casts one of its at-will spells.
Move. The rhinoceros moves up to its speed.
Stomp. The rhinoceros makes a stomp attack.
Charge (Costs 3 Actions). The rhinoceros moves up to half its speed and makes a gore attack, if it knocks the target prone it can make a stomp attack.
Description
Colossal rhinoceros guard areas of savanna and shrubland, providing sanctuary for the creatures that live there. They are considerate, steadfast, and trustworthy. Not only are colossal rhinos familiar with the land they protect they are also familiar with the creatures that they are protecting — keeping track of all those under its care. It doesn't view itself as superior to the creatures of its land, but simply a protector. To harm a creature in a colossal rhinos domain, is to pick a fight with the rhino; and picking a fight with a colossal rhino can be a fatal mistake. It has thick, stone-like skin, which serves as nigh impenetrable armor. A colossal rhino's mastery over the earth and ground-shaking might, make it a force to be reckoned with.
Colossal rhinos can reach lengths of ninety-five feet and they reach heights of fifty feet. Their larger front horn can reach lengths of twelve feet. It is not uncommon for colossal rhinos to have plants growing on them, and some will even use these plants as a shelter for small animals. Like most colossal beasts, colossal rhinos do not need to eat, drink or sleep. The lack of a need for sleep, allows colossal rhinos to stay on the lookout throughout the day and night.
Undead pose little threat to a colossal rhino, as most undead can't get past its armor-like hide and the rhino can easy crush the undead menace under its feet. Colossal rhinos view humanoids the same way they view other creatures. They view most humanoids as a eusocial creature that tends to live in the moment and put a lot of value on themselves. They also recognize that humanoids tend to vary greatly from individual to individual, but most are not to opposed to violence but most don't have the power to do all that much harm without assistance (typically from weapons or sometimes magic). In the end, colossal rhinos find humanoids to be very similar to fey, just not nearly as fickle or magically adept.
Lair and Lair Actions
A Colossal Rhinoceros' Lair
Colossal Rhinoceros live in dry savanna and shrublands. A colossal rhinoceros' lair is the area in which it spends most of its time, and tends to roughly be a 500-foot by 500-foot square. The area consists typically has a source of water and small acacias and euphorbias, even though they typically do not need to eat or drink. It is not uncommon for there to be several normal rhinoceros living under the protection of the colossal rhinoceros.
Lair Actions
On initiative count 20 (losing initiative ties), the rhinoceros takes a lair action to cause one of the following effects; the rhinoceros can’t use the same effect two rounds in a row:
- The rhinoceros casts the earthbind spell on up to four creatures. The rhinoceros needn’t see the creature, but it must be aware that the individual is in the lair. Nor does the rhinoceros need to concentrate on the spells, which end on initiative count 20 of the next round.
- The rhinoceros casts the erupting earth spell.
- Each creature of the rhinoceros' choice, on the ground in its lair, must make a DC 19 Dexterity saving throw. On a failed save, the creature takes taking 10 (3d6) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
- The rhinoceros chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the rhino uses this lair action again or until the rhinoceros dies.
- Loose rocks launch at three creatures in the rhinoceros' lair. The creature must make a DC 19 Dexterity saving throw, taking 13 (3d8) bludgeoning damage on a failed save, or half as much on a successful one.
Regional Effects
The area within 1 mile of the rhino's lair is affected by the presence of the colossal rhinoceros and its powerful magic, producing the following effect:
- Non-evil creatures do not require food nor water while within 1 mile of the colossal rhino's. Unaligned creatures will recognize that they are under this effect almost immediately, whereas most humanoids will have to figure it out on their own. Due to this animals will gather within 1 mile of the ape, and will try to stay within 1 mile of the rhino's lair.
If the rhino dies, the effect ends immediately.
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