Rhek Chaosgrinder
Medium Monstrous Humanoid (Extraplanar) — CR 12
Rhek Chaosgrinder is a D&D 3.5 monster from —. CR 12, HD 5d8+20 plus 8d8+32 (110 hp).
- Hit Dice
- 5d8+20 plus 8d8+32 (110 hp)
- Initiative
- +0
- Speed
- land 50 ft, 50 ft.
- Base Attack / Grapple
- +11/+15
- Attack
- Gore +15 melee or unarmed strike +15 melee
- Full Attack
- Unarmed strike +15/+10/+5 melee and gore +10 melee ; or unarmed flurry of blows +14/+14/+9/+4 melee
- STR
- 19
- DEX
- 12
- CON
- 19
- INT
- 10
- WIS
- 17
- CHA
- 15
- Fort / Ref / Will
- +14 / +10 / +10
- Challenge Rating
- 12
- Alignment
- Always lawful good
- Organization
- Solitary or pair
- Treasure
- Standard
- Level Adjustment
- +3
Special Abilities
Powerful ChargeSmite ChaosDetect ChaosInstant StabilityFlurry of BlowsKi StrikeEvasionFast MovementPurity of BodySlow FallStill MindWholeness of Body
Feats
Description
The rhek chaosgrinder is a highly focused rhek soldier trained in hand-to-hand combat. It uses its Improved Overrun feat to wade into combat, then unloads with a flurry of blows. Its gore attack deals 1d4 points of additional holy damage (instead of 1 point, as noted) against evil outsiders and evil undead because of the Sanctify Natural Attack feat.
Highly organized and well coordinated, rheks charge into battle with their horns lowered. Once in melee, they wade through the enemy, swinging their halberds and using their Power Attack and Resounding Blow feats.
Extraplanar Subtype
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.