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Woolly Rhino – Treader of the Pale Silence

Woolly Rhino – Treader of the Pale Silence
Create

A towering juggernaut of muscle and fur, the Woolly Rhino stands nearly 7 feet at the shoulder and spans over 11 feet in length. Its shaggy coat of dense, russet-brown wool shields it from the cold, while its most iconic feature—a sweeping, keratin horn over 3 feet long—juts menacingly from its snout, worn smooth from countless charges through ice and bone. Frost clings to its breath and shag as it lumbers like a living glacier.


Behaviour:
Solitary but not territorial, the Woolly Rhino is generally docile unless provoked or startled. In the wild, it exhibits a calm, slow-moving nature, but when threatened, it becomes a force of unstoppable fury. It communicates through grunts, horn gestures, and rhythmic stomps, especially during mating season or when challenging rivals.


Habitat:
The Woolly Rhino roams the frigid tundras and icy steppe-lands of the far north—windswept regions where few beasts dare survive. They favor open plains dotted with glacial boulders and hardy grasses, steering clear of forests and cliffs that hinder their charge.


Modus Operandi:
In combat, a Woolly Rhino will lower its head and charge with terrifying speed, its horn capable of goring through heavy armor and shields alike. If it misses, it often continues its momentum into the terrain, uprooting trees or shattering ice. It relies on brute strength and momentum, rather than cunning or finesse, making it predictable but deadly in open ground.


Motivation:
Guided by primal instincts, the Woolly Rhino’s only real motivation is survival. It fights to defend its territory, young, or sense of safety. In rare cases, magical influence or corruption can warp its mind, turning it into an aggressive sentinel of frozen realms or a mount of frost giants and druidic warlords.


  • Woolly Rhino 5e
  • Woolly Rhino, Pathfinder
Woolly Rhino – Treader of the Pale Silence
Create

Large Beast, Unaligned


Armor Class 15 (natural armor)
Hit Points 102 (12d10 + 36)
Speed 40 ft.


STRDEXCONINTWISCHA
22 (+6)10 (+0)17 (+3)2 (−4)12 (+1)5 (−3)

Saving Throws Con +6
Skills Perception +3, Survival +3
Damage Resistances Cold
Senses Passive Perception 13
Languages
Challenge 5 (1,800 XP)
Proficiency Bonus +3


Traits

Trampling Behemoth.
If the woolly rhino moves at least 20 feet straight toward a creature and hits it with a Gore attack on the same turn, the target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the rhino may make a Stomp attack against it as a bonus action.

Snowborn Endurance.
The woolly rhino has advantage on saving throws against exhaustion and the effects of extreme cold environments.

Sure-Footed.
The rhino has advantage on Strength and Dexterity saving throws made to resist being pushed or knocked prone.


Actions

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 24 (4d8 + 6) piercing damage.

Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone target.
Hit: 19 (3d10 + 6) bludgeoning damage.

Tundra Charge (Recharge 5–6).
The woolly rhino charges in a line 30 feet long and 10 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 27 (6d8) bludgeoning damage on a failed save, or half as much on a success. A creature that fails the save is also knocked prone.


Tactics

  • Opener: The woolly rhino begins combat with a Tundra Charge if possible, aiming to knock multiple foes prone and follow up with a Stomp.
  • Preferred Terrain: Open ground. It avoids narrow spaces or thick forests, where it cannot charge effectively.
  • Aggression: While not aggressive by nature, it defends territory, young, or food with overwhelming force. Once enraged, it will pursue targets relentlessly until the threat is neutralized or driven far away.

Optional Variant: Mythic Frosthorn Rhino (CR 7)

A rare, magically infused variant of the woolly rhino often found in ancient, frost-touched regions or as a companion to frost giants and winter druids.

Frost Aura (Recharge 5–6).
At the start of each of its turns, all creatures within 10 feet of the rhino take 9 (2d8) cold damage.

Frozen Slam.
When the rhino hits a prone creature with Stomp, that creature must succeed on a DC 15 Constitution saving throw or be restrained in a shell of magical ice until the end of its next turn.

Woolly Rhino – Treader of the Pale Silence
Create

Originally posted on Pathfinder SRD

The woolly rhinoceros is an herbivore, though unlike its non-woolly cousin it grazes for food rather than browsing on larger plants. The woolly rhino is legendary for its foul temper, and its size and huge horn give it a ferocious bravery. Any threat (real or perceived) to the rhino or its herd is met with loud bellows and the stomping of feet. Often, those who unwittingly anger a woolly rhino have no time to amend the intrusion before the beast attacks.

Woolly Rhinoceros CR 6
XP 2,400 
N Large animalInit +0; Senses ScentPerception +15
DEFENSE
AC 19, touch 9, flat-footed 19 (+10 natural, -1 size)hp 76 (8d8+40)Fort +13, Ref +6, Will +3
OFFENSE
Speed 30 ft.Melee gore +14 (2d8+13)
Space 10 ft.;
Reach 5 ft.
Special Attacks powerful charge (gore, 4d8+18), trample (2d6+13, DC 23)
STATISTICS
Strength 28, Dexterity 10, Constitution 21, Intelligence 2, Wisdom13, Charisma 3
Base Atk +6; CMB +16; CMD 26 (30 vs. trip)
Feats DiehardEnduranceGreat FortitudeSkill Focus (Perception)
Skills Perception +15
ECOLOGY
Environment cold plains
Organization solitary, pair, or herd (3-12)
Treasure none
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