
Infernal Rhinohound
Description
The Infernal Rhinohound is a monstrous amalgamation of a hellhound and a rhino, standing over 10 feet tall at the shoulder. Its massive frame is covered in thick, armour-like hide with jagged, infernal runes glowing with an eerie red light. Its head is a fearsome blend of a rhino's horn and a hellhound's snarling visage, complete with burning eyes and fanged maw. The Infernal Rhinohound's feet leave scorch marks where it treads, and its breath reeks of sulphur and brimstone.
Stat Block
Large fiend, lawful evil
Armor Class 18 (natural armor)
Hit Points 230 (20d10 + 120)
Speed 40 ft.
STR 24 (+7) | DEX 15 (+2) | CON 22 (+6) | INT 8 (-1) | WIS 12 (+1) | CHA 10 (+0)
Saving Throws Str +13, Con +12, Wis +7
Skills Perception +7, Intimidation +6
Damage Resistances fire, cold, bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire
Senses Darkvision 120 ft., passive Perception 17
Languages understands Infernal but can't speak
Challenge 14 (11,500 XP)
Traits
Charge. If the Infernal Rhinohound 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 27 (6d8) piercing damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Fiery Breath (Recharge 5–6). The Infernal Rhinohound exhales fire in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 63 (14d8) fire damage on a failed save, or half as much damage on a successful one.
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Infernal Howl. As a bonus action, the Infernal Rhinohound can let out a terrifying howl. Each creature within 60 feet of the Infernal Rhinohound that can hear it must succeed on a DC 18 Wisdom saving throw or be frightened until the end of the Infernal Rhinohound's next turn. If a creature's saving throw is successful, it is immune to the Infernal Rhinohound's howl for the next 24 hours.
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Trample. When the Infernal Rhinohound moves, it can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature must make a DC 18 Dexterity saving throw, taking 21 (6d6) bludgeoning damage on a failed save, or half as much damage on a successful one.
Actions
Multiattack. The Infernal Rhinohound makes three attacks: one with its gore and two with its claws.
Gore. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 7) piercing damage.
Claws. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 7) slashing damage.
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