# Rhek
>[!rimg]+
> ![[rhek.jpg]]
*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.*
<div class="grid-container"><div class="MON">Rhek</div>
<div class="CR">CR 4 (1,200 XP)</div>
<div class="SOU">Book of Exalted Deeds pg. 181</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
LG Medium Monstrous Humanoid
**Init** +0
**Senses** darkvision 60 ft.; **Perception** +10
#### defense
**AC** 23, 10 touch, 23 flat-footed (+6 armor, +7 natural)
**hp** 45 (5d10+20)
**Fort** +5, **Refl** +4, **Will** +6
**Feint** 17, **Demoralize** 17
**Defensive Abilities** instant stability
#### offense
**Speed** 30 ft. (20 ft. in armor)
**Melee** mwk halberd +10 melee (1d10+6/19-20/×3), gore +4 melee (1d8+6)
**Space** 5 ft., **Reach** 5 ft.
**Special Attacks** powerful charge (2d8+8), smite chaos
**Spell-Like Abilities** (CL 5th; Concentration +7)
> **3/day**— _detect chaos_
#### statistics
**Str** 19, **Dex** 10, **Con** 19, **Int** 10, **Wis** 15, **Cha** 15
**BAB** +5, **CMB** +7, **CMD** 17, **TA** +9, **RTA** +5
**Feats** [[Improved Critical]] (halberd), [[Power Attack]], [[Resounding Blow]]
**Skills** Intimidate +10, Perception +10, Ride +8, Sense Motive +7
**Languages** Common, Rhek
#### special abilities
### 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. 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.
### 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.
#### ecology
**Terrain** Peaceable Kingdoms of Arcadia
**Organization** Solitary, patrol (2–5), regiment (6–24 Solitary or pair plus 1 6th-level sergeant) or battalion (25–48 plus 1d4 6th-level sergeants, plus 1 8th-level commander)
**Treasure** Standard
**Advancement** 6–8 HD (Medium); 9–16 HD (Large)
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.
### Combat
Highly organized and well coor dinated, rheks charge into battle with their horns lowered. Once in melee, they wade through the enemy, swing ing their halberds and using their Power Attack and Re sounding Blow feats