Redhorn (Etrian Odyssey II) Edit

A generally docile rhino with an abnormally large horn. Once agitated, it cannot be contained.
Enemy Data
HP 158
AT 15
DF 11
EXP 425
Skills Charge, Horns
Items Red Shard, Red Horn (Conditional)
Weakness Volt, Fire, Ice
Resistance Physical
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Redhorn are first encountered on 3F in Etrian Odyssey II: Heroes of Lagaard.

Redhorn tend to start each battle by using Charge. This has a slow activation speed on the first turn, but becomes much more rapid when used the next turn. The turn after it used charge, it will use its Horns skill to do decent damage to the entire party. Redhorns can be a threat if you let them charge up, but with almost two turns before it does anything dangerous, it should be possible to kill. It is advised to eliminate any Redhorn first if it is paired up with other monsters.

Skills Edit

  • Charge (Uses ???):
  • Horns (Uses ???):

Conditional Drop Edit

  • In order to get the Redhorn's conditional drop, the Red Horn, you need to kill it with a Fire-elemental attack.

Charging Rhino (Etrian Odyssey 2 Untold)Edit

Charging Rhino
An abnormally large-horned rhino who will frenzy if binded.
Enemy Data
HP 12517
AT 49
DF 40
EXP ???
Skills Horn Smash, Do or Die
Items Red Horn Shard, Bound Red Horn (conditional), Rhino Shoulder (ingredient)
Weakness Ice, Head & Leg Bind
Resistance Stab, Stun, Death, Petrify, Curse, Paralyze, Arm Bind
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Charging Rhinos are FOEs first found on 17F of the Petal Bridge. Normally stationary, when the player lines up with them, they will turn aggressive, then charge in a straight line in that direction until stopped by a wall. A couple of steps later, they will then rush back to their original position. Careful positioning allows for the player to cause the Rhinos to rush into a hole located around the floor, causing them to fall through and disappear.

In-battle, their most powerful skill is Horn Smash which can pierce lines and do massive damage. This can be prevented by binding the Rhino's head - which it is incredibly vulnerable to. However, doing so will cause the Rhino to use Do or Die, which can restore 5000 HP, remove all its binds and ailments, and strengthen its future attacks. Thus, it is advised to avoid binding its head until the player is moving in for the kill.


  • Horn Smash (uses head): Strong line-piercing stab attack.
  • Do or Die (no limbs): Heals 5000 HP, removes binds and ailments, and increases physical ATK for 5 turns.

Conditional DropEdit

To obtain the Bound Red Horn, kill the Charging Rhino while its head is bound. Due to its behaviour, avoid binding the Rhino's head until the party is moving in for the killing blows.

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