Revision as of 01:41, 29 August 2025 by Gpe (talk | contribs) (Created page with "{{CreatureAnimal |name=Rhinoceros |hp=2d10 |str=3 |size=5 |br=8 |per=2 |a=Giant Strength;; Martial Arts;; Impale;; Trample;; Berserk;; Knockback;; Battle Charge;; Advanced Hearing;; Advanced Smell |f=Spell Turning Shields;; Might Strike }}")
Abilities:
You can hear all moving creatures within 30 feet. If the creature is breathing, you can hear it even if it is not moving. You can not detect silent creatures in this way.
Attribute improvement: This ability sets your PER score to a minimum of 2.
You can passively smell the types of all living creatures within 30 feet. You can detect dead and undead creatures as well, but you cannot distinguish within or between them. They all smell like death. You also gain Scent Seeing. You can not detect odorless creatures in this way.
You know the exact location of all target creatures. You continue to know the location of all targets within 10 feet, whether they are or you are moving or not, so long as they are still within 10 feet of you.
Attribute improvement: This ability sets your PER score to a minimum of 2.
On critical hit: Target moves 20 feet away from you. On hit: Target moves 10 feet away from you.
You gain 15 temporary HP and become frenzied.
End condition: You die or 1 minute passes without combat. If proficient: You gain an additional 5 × P temporary HP and gain Fast. If fluent: You instead gain an additional 5 × F temporary HP and gain Swift.
Attribute improvement: This ability sets your INT score to a minimum of -2.
You gain Improved Strength and Melee Damage Boost. In addition, you are no longer suffer the consequences of cumbersome items.
Attribute improvement: This ability sets your STR score to a minimum of 3.
On critical hit: If you want, target takes standard damage as well. On hit: Target takes a body hack.
On critical hit: Target moves 20 feet away from you. On hit: Target moves 10 feet away from you.
You gain Offensive Martial Arts and Defensive Martial Arts.
Your hands and other handy items count as weapons for the purposes of abilities that target or are delivered by them (although they cannot be shattered or destroyed). You may attack with them and their damage die is now 1d4.
If proficient: The damage die is instead 1d6. If fluent: The damage die is instead 1d8.
Your hands and other handy body parts count as shields for the purposes of abilities that target them (although they cannot be shattered or destroyed). You may block with them and their BV is +1.
If proficient: The BV is now +2. If fluent: The BV is now +3.
You cannot use items in your hands.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your SNK score to a minimum of 0.
If you use Trample on a creature at least one size category smaller than you, add 1d6 damage to its standard damage.
On critical hit: Deal critical damage. On hit: Deal standard damage.
You can hear all moving creatures within 30 feet. If the creature is breathing, you can hear it even if it is not moving. You can not detect silent creatures in this way.
Attribute improvement: This ability sets your PER score to a minimum of 2.
You can passively smell the types of all living creatures within 30 feet. You can detect dead and undead creatures as well, but you cannot distinguish within or between them. They all smell like death. You also gain Scent Seeing. You can not detect odorless creatures in this way.
You know the exact location of all target creatures. You continue to know the location of all targets within 10 feet, whether they are or you are moving or not, so long as they are still within 10 feet of you.
Attribute improvement: This ability sets your PER score to a minimum of 2.
Trigger: Moving at least 10 feet in a straight line towards the target and becoming adjacent to them.
Note: A target moving due to Battle Charge can still provoke reactions like Opportunity Attack.
Note: This ability can trigger in the middle of moving. You could approach an enemy, trigger this ability, take an Opportunity Attack against them, keep moving towards them, and trigger this ability again.
On critical hit: Target moves 20 feet away from you. On hit: Target moves 10 feet away from you.
You gain 15 temporary HP and become frenzied.
While frenzied, you will not leave combat willingly and are inept at not killing anyone who opposes you. This includes anyone who tries to stop you through actions or words. You are also resistant to being frightened.
End condition: You die or 1 minute passes without combat. If proficient: You gain an additional 5 × P temporary HP and gain Fast. If fluent: You instead gain an additional 5 × F temporary HP and gain Swift.
Attribute improvement: This ability sets your INT score to a minimum of -2.
You gain Improved Strength and Melee Damage Boost. In addition, you are no longer suffer the consequences of cumbersome items.
Attribute improvement: This ability sets your STR score to a minimum of 3.
On critical hit: If you want, target takes standard damage as well. On hit: Target takes a body hack.
Note: A target moving due to Knockback can still provoke reactions like Opportunity Attack.
On critical hit: Target moves 20 feet away from you. On hit: Target moves 10 feet away from you.
You gain Offensive Martial Arts and Defensive Martial Arts.
Your hands and other handy items count as weapons for the purposes of abilities that target or are delivered by them (although they cannot be shattered or destroyed). You may attack with them and their damage die is now 1d4.
If proficient: The damage die is instead 1d6. If fluent: The damage die is instead 1d8.
Your hands and other handy body parts count as shields for the purposes of abilities that target them (although they cannot be shattered or destroyed). You may block with them and their BV is +1.
Note: This does not make your hands blocking.
If proficient: The BV is now +2. If fluent: The BV is now +3.
You cannot use items in your hands.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your SNK score to a minimum of 0.
Trigger: Moving at least 10 feet in a straight line towards the target and becoming adjacent to them.
If you use Trample on a creature at least one size category smaller than you, add 1d6 damage to its standard damage.
On critical hit: Deal critical damage. On hit: Deal standard damage.
Familiar Abilities:
Choose a class of weapons. All weapons you use of the chosen class deal either an additional 1d4 holy damage or 1d4 damage of a type corresponding to the domain of your deity. You may decide which of these benefits a weapon gets every time you attempt an attack with it. In addition, all damage dealt by a single chosen weapon of that class is magic as long as you are attuned to it.
Shields you use are spell turning.
Choose a class of weapons. All weapons you use of the chosen class deal either an additional 1d4 holy damage or 1d4 damage of a type corresponding to the domain of your deity. You may decide which of these benefits a weapon gets every time you attempt an attack with it. In addition, all damage dealt by a single chosen weapon of that class is magic as long as you are attuned to it.
| Domain | Might Strike Damage Type |
|---|---|
| Celestial | Silver |
| Crafting | Fire |
| Death | Terror |
| Destruction | Fire |
| Fortune | Ice |
| Healing | Terror |
| Hearth | Fire |
| Knowledge | Psychic |
| Nature | Vine |
| Spirit | Spiritual |
| Trickster | Vine |
| Value | Financial |
| Weather | Ice |
Shields you use are spell turning.