Rhek (CR 4)
Medium Monstrous Humanoid (Extraplanar)
Alignment: Always lawful good
Initiative: +0; Senses: darkvision 60 ft., Spot +5, and listen +5
Languages: Rhek, Common
AC: 23 (+7 natural, +6 masterwork banded mail), touch 10, flat-footed 23
Hit Dice: 5d8+20 (42 hp)
Fort +8, Ref +4, Will +3
Speed: 30 ft. (20 ft. in banded mail)
Space: 5 ft./5 ft.
Base Attack +5; Grapple +9
Attack: Gore +9 melee
Full Attack: Masterwork halberd +6 melee and gore +1 melee
Damage: Gore 1d8+4, Masterwork halberd 1d10+4/x3 and gore 1d8+2
Special Attacks/Actions: Powerful charge 2d8+8, smite chaos
Abilities: Str 19, Dex 10, Con 19, Int 10, Wis 15, Cha 15
Special Qualities: Detect chaos, instant stability
Feats: Power Attack; Resounding Blow
Skills: Intimidate +9, Search +3, Spot +5, and listen +5
Advancement: 6-8 HD (Medium); 9-16 HD (Large)
Climate/Terrain: Peaceable Kingdoms of Arcadia
Organization: Solitary, patrol (2-5), regiment (6-24 plus 1 6th-level sergeant) or battalion (25-48 plus 1d4 6th-level sergeants, plus 1 8th-level commander)
Book of Exalted Deeds
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 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.
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.