Homebrew Rhinox Species Details

The rhinox are a group of humanoids with the thick hides, and heads of a rhinoceros, complete with a large single horn protruding from the tops of their head.

Rhinox rear their young in family groups called a crash, and travel wide savannahs chasing seasons and favored tastes in fruit, berries and green, leafy plants.

A rhinox is not born with a horn. The horn begins to grow at when a young rhinox reach adolescence, usually at around six years of age, and reaches full size around the time a rhinox reaches adulthood two years later.

Urban rhinox are rare, as most prefer the wind and solitude of the open savannah, where their considerable bulk is not considered a nuisance. Rhinox are so large and heavy that most furniture cannot withstand their weight, and fitting through doorways meant for most humanoids can be a daily challenge for them.

Most rhinox revere and even worship fey, from which they are descended.

 

CREDITS: Based on Rhinox race from Old Gus' Errata: Beastfolk

Rhinox Traits

Rhinox share a number of traits in common with each other.

Ability Score Increase

Your Strength score increases by 2, and your Constitution score increases by 1.

Age

 Rhinox mature at 8 years, and live up to 60 years.

Alignment

 Rhinox’s sense of honor and gentle nature usually lead them toward a life of good. Evil rhinox are rare and are usually the sworn enemies of the rest of their kind.

Size

 Rhinox stand between 6 and 8 feet tall, and weigh 300-400 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Keen Smell

You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks that involve smell.

Pachyderm.

You have thick, leathery skin. When you aren’t wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. If you are using a shield, you can apply the shield's bonus as normal.

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Horns

 You have a large single horn on your head, with which you can make gore attacks, dealing 1d6 + your Strength modifier in piercing damage.

Trampling Charge

If you move at least 20 feet in a straight line toward a large or smaller creature and hit them with a horn attack, they must succeed a Strength saving throw DC 8 + your proficiency bonus + your Strength modifier or be knocked prone.

Fey Ancestry

You have advantage on saves against being charmed, and magic can’t put you to sleep.

Languages

You can speak, read and write Common and Rhinox.

Cantrip

You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for the spell.

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