Charge. If the rhinoceros moves at least 20 feet 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. If Flame vent burst is used, increase damage to an extra 9 (2d8) bludgeoning for a total of 18 (4d8) bludgeoning damage.
Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 5) bludgeoning damage and 18 (4d8 + 5) fire damage.
Flame Blast (Recharge 4-6). The Rhino exhales a 15-foot cone of fire out of its horn. Each creature in that area must make a DC 15 Dexterity saving throw, taking 35 (8d8) fire damage. on a failed save, or half as much damage on a successful one.
Flame Vent Burst: As a bonus action the Blazehorn Rhino can make its flame vents flare up, doubling its speed, and dealing 5 fire damage to any creature or flammable object within 10 feet of the rhino this turn.
Description
These Rhino's evolved on The Grey Isles, their diet consists of sulfur, dry brush, and rotten fruit, leaving their flaming excrement with an unbearable smell, however it is useful for helping to locate them. They have a tough hide and magical blood leading to rocky deposits on their skin and, they have evolved to create fiery vents that allow them to temporarily travel faster and ward off predators through intense heat and intimidation, these flame vents also allow them to blast flames out of their nearly unbreakable horns allowing them to clear small trees and any other animals out of their way as they stampede. Their unstable magic blood leaves them vulnerable to the power of pure magic (force damage) However standard attacks prove to be mostly ineffective while fire is completely useless.
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