One of a small number of the potentially dangerous creatures to appear in Fantastic Beasts & Where to Find Them is of course the massive erumpent. These enormous beasts have some resemblance to a rhino, but they are even larger and their horns produce a highly explosive fluid. Despite their intimidating appearance these creatures are truly gentle giants who only attack once provoked. When driven to defend themselves however they are extremely deadly.
I designed them to be physically powerful, resistant to most common forms of damage, and capable of dealing out a great deal of destruction when they’re of a mind to do so. I’d advise GMs to use them like a wrecking ball. Tear up the scenery, break down barriers, and blow stuff up. The erumpent will probably flee or give up a fight it seems to be losing unless defending one of their young.
Huge beast, chaotic good
Armor Class 20 (natural armor)
Hit Points 224
Speed 25 ft.
Str 20 Dex 8 Con 24 Int 6 Wis 8 Cha 10
Saving Throws Str +7, Con +10
Skills Athletics +10
Senses passive Perception 9
Challenge 13 (10,000 XP)
Explosive Charge. The erumpent ignores hindering terrain, but may still fall prone on slick surfaces such as snow and ice.
Fire Resistant Hide. Thick layers of armored skin and flesh protect the erumpent from explosive force also granting it resistance to fire damage.
Keen Senses. The erumpent has advantage on Wisdom (Perception) checks relying on smell.
Magical Resistance. The erumpent has resistance advantage on saving throws against spells and other magical effects.
Thick Hide. The erumpent has resistance against bludgeoning, piercing, and slashing damage from non-magical weapons.
Goring Charge. Melee Weapon Attack. Before making its attack roll the erumpent may move up to twice its full movement speed. +7 to hit, reach 5 ft., one target. Hit: Target takes 20 (3d8+5) piercing damage. The target must make a DC 14 Dexterity saving throw. On a failed saving throw the target takes an additional 35 (5d10+10) fire damage. Non-magical objects pierced by the erumpent’s horn are destroyed.
Stomp. Melee Weapon Attack. +5 to hit, reach 5 ft., all adjacent creatures. Target makes a DC 12 Dexterity saving throw, on a failed check the target is knocked prone.