I hope you enjoy the tarrhino, and I hope GMs will use it to literally stick it to their characters. I'll be back next time with a new monster. Thanks for reading!
This humongous, black
rhinoceros drips tar that sizzles when it hits the ground.
Tarrhino CR 7
XP 3,200
N Huge magical beast
Init –2; Senses darkvision 60 ft., low-light
vision; Perception +9
DEFENSE
AC 20, touch 6,
flat-footed 20 (–2 Dex, +14 natural, –2 size)
hp 94 (9d10+45)
Fort +11, Ref +4, Will +6
DR 10/piercing; Resist acid 10, fire 10
OFFENSE
Speed 40 ft.
Melee gore +14
(3d6+7), slam +14 (3d6+7 plus 1d6 fire and grab)
Ranged tar spit
+5 (2d6+7 plus 1d6 fire)
Space 15 ft.; Reach 10 ft.
Special Attacks grab,
powerful charge (6d6+14), sticky hide, tar spit
Spell-Like Abilities
(CL 9th; concentration +9)
1/day—tar pool (DC 14)
STATISTICS
Str 25, Dex 6, Con 21, Int 2, Wis 16, Cha 11
Base Atk +9; CMB +18 (+22 grapple); CMD 26 (30 vs. disarm and trip)
Feats Diehard,
Endurance, Impaling Charge, Intimidating Prowess, Power Attack
Skills Intimidate
+13, Perception +9
ECOLOGY
Environment any
warm land
Organization solitary,
pair, or herd (3–8)
Treasure standard
SPECIAL ABILITIES
Sticky Hide (Ex) A
tarrhino’s hide is highly adhesive. When it strikes an opponent with its slam
attack, it gains a free grapple attempt. If it succeeds, it does not gain the
grappled condition, and it only deals 1d6 fire damage to a creature with which
it maintains a grapple. It can adhere up to 8 Medium creatures (or an
equivalent number of smaller or larger creatures) to itself. As a full round
action that provokes attacks of opportunity, the tarrhino can roll, dealing its
slam damage (plus 1-1/2 Strength bonus) to all creatures stuck to it.
Additionally, a creature striking a tarrhino with a
manufactured melee weapon must succeed at a DC 19 Reflex save to avoid the
weapon sticking to the tarrhino. Freeing a stuck weapon requires a successful
disarm attempt, and the creature’s hide grants a +4 racial bonus to CMD against
disarm checks.
Tar Spit (Ex) If
a tarrhino’s tar spit attack hits its target’s touch AC but otherwise misses
the target, it deals no damage to the target. However, the target is affected
as if hit by a tanglefoot bag (with a DC 19 Reflex save to avoid becoming glued
to the floor). A tarrhino’s tar spit has a range increment of 20 feet.
Ancient battles between earth and fire elementals left
melted corpses behind, some of which dissolved into pools of semi-sentient tar.
As animals blundered into the tar and succumbed to its sticky embrace, the slumbering
sludge remembered the victims’ shapes. When the tar awoke its torpor, it chose
its favorite form, that of the rhino, before leaving the pits wherein the tar
slept.
Despite their elemental origins, tarrhinos must eat, and
they range over large areas to hunt prey. Their preferred method of hunting is
to glue a victim in place with expectorated tar and then pulverizing the victim
at the end of a thunderous charge. They also enjoy fighting multiple creatures
at once, so they can stick unsuspecting foes to their hides and roll around to
crush those that cannot free themselves. Tarrhinos are usually covered in stuck
weapons and various items, making them virtual walking treasure chests for
stalwarts who can defeat them.