Hippopotamus

This lumbering bull hippopotamus lunges out of the water and yawns wide, displaying an impressive set of tusk-like teeth.
 

Hippopotamus (CR 5)

Large Animal
Alignment: Neutral
Initiative: +4
Senses: Low-Light Vision, Scent; Perception +8
  Speed: 40 feet
Space: 10 feet
 

Defense

Armor Class: 17, touch 9, flat-footed 17 (+8 natural, -1 size)
Hit Points: 59 (7d8+28)
Saving Throws: Fort +8 (+10 vs. nonmagical disease), Ref +5, Will +3
sweat
 

Offense

Melee: bite +8 (2d8+6)
Reach: 5 feet
  Special Attacks: Capsize, Trample (1d8+6, DC 17)
 

Statistics

StrDexConIntWisCha
19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 5 (-3)
Base Attack Bonus: +5
CMB +10
CMD 20 (24 vs. Trip)
  Feats: Endurance, Improved Initiative, Skill Focus (Perception)
  Skills: Perception +8, Stealth +1 (+11 underwater), Swim +11
  • Racial Modifiers: +10 Stealth underwater
Languages:
  Special Qualities: Hold Breath

 

Special Abilities

Capsize (Ex)

A hippopotamus can overturn a boat of its size or smaller by ramming it as a charge attack and making a CMB check. The DC of this check is 25 or the result of the boat captain's Profession (sailor) check, whichever is higher.

Sweat (Ex)

A hippo's reddish sweat protects it from nonlethal damage from hot environments, and grants it a +2 racial bonus on saving throws against nonmagical disease.
 

Ecology

Environment: Warm Rivers
Organization: solitary, pair, or bloat (3-20)
Treasure: none

  The ill-tempered "river horse" has a well-earned reputation for hostility, despite the fact that it is a herbivore.
  HIPPO COMPANIONS
  Starting Statistics: Size Medium; Speed 40 ft.; AC +6 natural armor; Attack bite (1d8 Ability Scores Str 11, Dex 12, Con 12, Int 2, Wis 13, Cha 5; Special Qualities low-light vision, scent, sweat.
  7th-Level Advancement: Size Large; AC +2 nat. arm.; Attack bite (2d8 Ability Scores Str +8, Dex -2, Con +4; Special Ability trample.