( Book of Exalted Deeds, p. 181)

Medium Monstrous Humanoid (Extraplanar)

Hit dice: 5d8+20 (42 hp)

Initiative: +0

Speed: 30 ft. , 20 ft. (in full plate armor)

Armor class: 23 (+7 natural, +6 masterwork banded mail), touch 10, flat-footed 23

Base Attack/Grapple: +5/+9

Attack: Gore +9 melee (1d8+4)

Full Attack:

Space/Reach: 5 ft./5 ft.

Special Attacks: Powerful charge 2d8+8, smite chaos

Special Qualities: _Detect chaos_, darkvision 60 ft., instant stability

Saves: Fort +8 Ref +4 Will +3

Abilities: Str 19, Dex 10, Con 19, Int 10, Wis 15, Cha 15

Skills: Intimidate +9, Listen +5, Search +3, Spot +5

Feats: Power Attack, Resounding Blow

Environment: Peaceable Kingdoms of Arcadia

Challenge Rating: 4

Treasure: Standard

Alignment: Always lawful good

Level adjustment: +3

This hulking humanoid combines the features of a human and a rhinoceros. Gleaming armor covers its leathery, pale-gray hide, and a great black horn juts from the middle of its forehead. Clutching a wicked hal- berd, it fixes its beady black eyes on you, as if to discern your intentions.


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.

Powerful Charge (Ex): A rhek typically begins a battle by charging at an opponent, lowering its head to bring its mighty horn into play. In addition to the normal benefits and hazards of a charge, this allows the rhek to make a single gore attack that deals double damage (2d8+8 points).

Smite Chaos (Su): Three times per day, the rhek can make a normal attack with a +2 bonus that deals an additional 5 points of damage against a chaotic foe.

Detect Chaos (Sp): A rhek can detect chaos three times per day, as the spell cast by a 5th-level cleric.

Instant Stability (Su): Rheks have redundant inter- nal organs and rapidly congealing blood. They automatically stabilize when reduced to —1 to —9 hp; however, they still die when reduced to —10 hp.