The creature is capable of three physical attacks - the massive horn, and two vicious front hooves. If the Rhino charges, the horn does double damage, but the hooves cannot attack that round.
|Frost Rhino - displaying curious magical horn|
Additionally the Rhino's horn is a source of powerful magic. Whenever a Frost Rhino is struck, a small band of Kobolds (1d6) will appear and begin fighting the Rhino's enemy. The Rhino itself and all Kobolds within 20' of it can only be struck by magical weapons of at least +1 magic. There is no limit to the number of Kobolds that can appear, and in fact up to 8 of them can ride on the Rhino itself flinging missiles and squeeking horrible obscenities.
The Frost Rhinos were first created by a servant of Dralizar, known as Kuuv, the master of the Blue Devils (kobolds). Kuuv intended his magical version of a wooly rhino to be the mystic mounts on which his blue devls would storm out of the Unseely Realms (where they are despised and abused by the goblinoid races), to conquer the whole valley, taking it from the Old Ones. Well, the Goblin King of the Unseely Realm had other ideas, and released the Frost Rhinos into theworld, without the blue devils.
In addition to the magical link to the Kobbolds, the Frost Rhino has a frigid breath wapon, and a magic resistance to any fire or heat based magic attacks (35%).
Num Appearing: d2
Alignment: Chaotic Evil
Armor Class: 3 front (5 side and rear)
Hit dice: 10hd
Attacks: horn, 2 hooves, cold breath (3x per day)
Damage: horn 2d12 (double on charge), hooves 1d8+2 each, cold breath 6d6, save for half