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.