Cold Absorption. Whenever the rhinoceros is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt.
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 11 (2d10) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Multiattack. The rhinoceros makes two attacks: one with its gore and one with its trample.
Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 6) piercing damage.
Trample. The rhinoceros moves up to its speed in a straight line and can enter the space of creatures Medium size or smaller. Each creature in the rhinoceros's path must succeed on a DC 16 Dexterity saving throw or take 18 (3d8 + 6) bludgeoning damage and be knocked prone. On a successful save, the creature takes half damage and isn't knocked prone.
Icy Breath (Recharge 5-6). The rhinoceros exhales a frigid breath in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one.
Description
The Arctic Rhinoceros is a massive and powerful creature resembling a rhinoceros adapted to the icy Arctic regions. It possesses impressive physical strength and durability, with its thick icy hide granting natural armor. The Arctic Rhino's charge ability allows it to deal additional damage when it charges at its foes, potentially knocking them prone. It can trample smaller creatures in its path, causing damage and knocking them prone as well. The Rhino's icy breath can freeze its enemies, dealing substantial cold damage. Its resistance to cold damage ensures it can withstand the icy environments it calls home. With its combination of brute force and icy abilities, the Arctic Rhino poses a significant threat to adventurers.
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