Excerpts 10/04/2003

Book of Exalted Deeds
By James Wyatt, Christopher Perkins, Darrin Drader

from Chapter 8: Monsters


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 halberd, it fixes its beady black eyes on you, as if to discern your intentions.

Although they reside on Arcadia, rheks are not native to that plane. They originally hail from somewhere on the Material Plane and were brought willingly to Arcadia by powerful members of a planar faction called the Harmonium. The rheks first appeared on Arcadia shortly after Menausus, formerly the third layer of Arcadia, dissolved and became one with the plane of Mechanus. The rheks were helped to restore order in the wake of this cataclysmic event.

Rheks strive for harmony and perfection. They try to impose order upon a chaotic multiverse, doing their best to crush evil wherever they find it. They are meticulous in seeing that everything is kept in its proper place, and they have a low tolerance for unpredictable beings. They enforce order through violence, but they are not bloodthirsty.

Rheks stand 7 feet tall and weigh 350 pounds. They speak Common and their own language.


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.

Mighty 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 internal organs and rapidly congealing blood. They automatically stabilize when reduced to -1 to -9 hp; however, they still die when reduced to -10 hp.

Rhek Chaosgrinder

Rhek Rhek Chaosgrinder (Mnk 8)
Medium Monstrous Humanoid Medium Monstrous Humanoid
(Extraplanar) (Extraplanar)
Hit Dice: 5d8+20 (42 hp) 5d8+20 plus 8d8+32(110 hp)
Initiative: +0 +0
Speed: 20 ft. in banded mail (4 squares);30 ft. base 50 ft. (10 squares)
Armor Class: 23 (+7 natural, +6 masterwork bandedmail), touch 10, flat-footed 23 25 (+1 Dex, +3 Wis, +1 monk, +7 natural,+2 bracers of armor, +1 deflection),touch 15, flat-footed 24
Base Attack/Grapple: +5/+9 +11/+15
Attack: Gore +9 melee (1d8+4) Gore +15 melee (1d8+4 plus 1 holy) orunarmed strike +15 melee (1d10+4)
Full Attack: Masterwork halberd +6 melee(1d10+4/x3) and gore +1 melee(1d8+2) Unarmed strike +15/+10/+5 melee(1d10+4) and gore +10 melee (1d8+2 plus1 holy); or unarmed flurry of blows+14/+14/+9/+4 melee (1d10+4) andgore +9 melee (1d8+2 plus 1 holy)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Mighty charge 2d8+8, smite chaos Flurry of blows, ki strike (magic), mighty charge 2d8+8, smite chaos, unarmed strike
Special Qualities: Detect chaos, darkvision 60 ft.,instant stability Detect chaos, darkvision 60 ft., evasion,instant stability, purity of body, slow fall,still mind, wholeness of body
Saves: Fort +8, Ref +4, Will +3 Fort +14, Ref +10, Will +10
(+12 aginst enchantments)
Abilities: Str 19, Dex 10, Con 19, Int 10, Wis 15,Cha 15 Str 19, Dex 12, Con 19, Int 10, Wis 17, Cha15
Skills: Intimidate +9, Listen +5, Search +3,Spot +5 Balance +3, Diplomacy +10, Intimidate +9,Jump +14, Listen +14, Search +3, Spot +14,Tumble +9
Feats: Power Attack, Resounding Blow Improved GrappleB, Improved Overrun,Improved TripB, Improved UnarmedStrikeB, Power Attack, Quell the Profane,Resounding Blow, Sanctify NaturalAttack (gore)
Environment: Peaceable Kingdoms of Arcadia Peaceable Kingdoms of Arcadia
Organization: Solitary, patrol (2-5), regiment (6-24 plus 1 6th-level sergeant) or battalion(25-48 plus1d4 6th-level sergeants,plus 1 8th-level commander) Solitary or pair
Challenge Rating: 4 12
Treasure: Standard Standard
Alignment: Always lawful good Always lawful good
Advancement: 6-8 HD (Medium); 9-16 HD (Large) By character class
Level Adjustment: +3 +3

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.

Flurry of Blows (Ex): The rhek chaosgrinder may make a full attack unarmed and gain an extra attack at +14/+14/+9/+4.

Ki Strike (Su): A rhek chaosgrinder's unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.

Unarmed Strike: The rhek chaosgrinder gains Improved Unarmed Strike as a bonus feat.

Evasion (Ex): If the rhek chaosgrinder is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Fast Movement (Ex): Rhek chaosgrinders gain a +20 ft. enhancement bonus to their speed.

Purity of Body (Ex): A rhek chaosgrinder is immune to all diseases except for supernatural and magical diseases.

Slow Fall (Ex): When within arm's reach of a wall, a rhek chaosgrinder may treat the fall as if it were 40 feet shorter than it actually is.

Still Mind (Ex): A rhek chaosgrinder gains a +2 bonus on saving throws against spells and effects from the school of enchantment (already included in the above statistics).

Wholeness of Body (Su): A rhek chaosgrinder can cure its own wounds. It can cure up to 16 hp each day, and it can spread this healing out among several uses.

Possessions: Bracers of armor +2, ring of protection +1, gloves of Dexterity +2.

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