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Creatures

Rimehorn

A complete, table-ready profile for Rimehorn, including defenses, abilities, actions, tactics, and roleplaying guidance.

Statistics

Creature type Huge beast, neutral
Armor Class 14 (natural armor)
Hit Points 76 (8d12 + 24)
Speed 60 ft.
Ability Scores STR 19 (+4), DEX 16 (+3), CON 16 (+3), INT 7 (-2), WIS 14 (+2), CHA 10 (+0)
Saves and Skills Strength +7, Constitution +6, Perception +5, Survival +5; resistant to cold
Senses darkvision 60 ft., passive Perception 15
Languages understands Dwarvish and Sylvan but cannot speak
Challenge 4 (1,100 XP)

Traits

Charge. If the Rimehorn moves 20 feet straight toward a target and hits with Ram, the target takes 7 (2d6) extra bludgeoning and makes a DC 15 Strength save or falls prone. Frost-Touched. Resistance to cold; once per turn, one attack deals an extra 3 (1d6) cold damage.

Actions

Ram. Melee Weapon Attack: +7 to hit; 11 (2d6 + 4) bludgeoning plus 3 (1d6) cold. Hooves. +7 to hit against a prone target; 22 (4d8 + 4) bludgeoning. Icy Bellow (Recharge 6). Creatures within 15 feet make a DC 14 Constitution save or take 9 (2d8) cold and cannot take reactions until their next turn.

Tactics and Roleplaying

The Rimehorn guards the Thunder Beacon but does not pursue a creature that retreats from the stone ring. Three successful DC 14 Animal Handling, Nature, or fitting magical interventions calm it. It attacks anyone manipulating the shard until the runes are restored.

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