In the Dungeons & Dragons fantasy role-playing game, the Rhek is an extraplanar monstrous humanoid. Resembling a human crossed with a rhinoceros, they dwell on the plane of Arcadia and strive to achieve peace, harmony and perfection throughout the multiverse.
Rheks are hulking, muscular humanoids which combine the features of a human and a rhinoceros. Gleaming armor covers their leathery, pale-gray hides, and a great black horn juts from the middle of their foreheads. Rheks stand 7 feet tall and weigh 350 pounds.
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 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 brutal or bloodthirsty.
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.
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.
Three times per day, a Rhek can deal out a special attack that does additional damage against a chaotic foe. Also, three times a day a Rhek can detect chaos.
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 additional holy damage against evil outsiders and evil undead.
Chaosgrinders move faster than normal Rheks, are immune to all non-magical diseases, fall slower than normal creatures fall, and can cure their own wounds.