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.
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
as a bonus action the rhino can use its bonus action to charge 10 ft towards a target of its choice attacking with its horns dealing 1d4 piercing damage
when hit the blood rhino may use its reaction to make a tail attack dealing 2d4 bludgeoning damage and knocking the target prone on a failed con save (dc 10)
Description
this beast resembles a normal rhino but after surviving for many battles the blood of enemies has soaked its body and its hide has turned dark red and its horns have sharpened to a razor point making this beast a true leader it can often be found at the centre of herds or travelling the mountains searching for caves to rest in
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