The Star Wilds Wiki

A repository of official Star Wilds world lore & information.

Rhynox


Description#

The Rhynox originate from the world of Duskara, brought into existence by the life-giving power of Sylvos, alongside others of their beastfolk kind. They are massive, humanoid beings with the heads and features of rhinoceroses, clad in skin as thick and resilient as their personalities. Towering and imposing, the Rhynox embody strength, resilience, and grandeur in both form and spirit, making them a force to be reckoned with wherever they reside. Though many Rhynox remain in their homelands, their adventurous nature often leads them to explore the Star Wilds, seeking new experiences and challenges. Their settlements and cities are architectural marvels, defined by elaborate geometric designs and structures that stand as testaments to their cultural pride. Beauty and order are deeply ingrained in Rhynox society, and their cities reflect an appreciation for both strength and artistry. The Rhynox are elaborate and grandiose, their personalities as bold and unyielding as their physical forms. They value strength and resilience, but they are equally passionate about culture, beauty, and tradition. Often outspoken and larger-than-life, Rhynox are known for their over-the-top attitudes and commanding presence. Despite this reputation, their loyalty and love for their communities run deep—they are passionate protectors of their people and their heritage. At their core, Rhynox embody a blend of strength, cultural pride, and unshakable loyalty.

Racial Traits#

Size:
Your size is Large standing 7 - 8 ft tall. Your massive frame makes you stand out among other races, though you only occupy a 5-foot space.

Speed:
Your base walking speed is 30 ft.

Lifespan:
Rhynox reach maturity around age 20 and live roughly 150 years.

Alignment:
Rhynox are naturally inclined toward Lawful alignments, as their society is built upon the principles of loyalty, strength, and order. Their pride and sense of duty keep them bound to their oaths and causes, whether for good or ill.

Languages:
You can speak, read and write in Common and Beastspeach.

Racial Features#

Ability Score Increase:
Strength +2, Intelligence +1

Skill Selection:
You gain proficiency in two skills of your choice from the following: Athletics, Intimidation, Persuasion, or Insight.

Horns:
Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for unarmed strikes.

Thick Hide:
Your tough, rhino-like skin provides natural protection. When you aren’t wearing armor, your AC is equal to 13 + your Constitution modifier. You can use a shield and still gain this benefit.

Relentless Charge:
When you take the Dash action on your turn, you can make a melee weapon attack or unarmed strike as a bonus action. If you move at least 20 feet in a straight line toward a creature before making this attack, the target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses after a long rest.

Brick House:
You gain advantage on saving throws against being lifted, knocked prone, or moved against your will.

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