Bestiary H
Hippocamp
Hippo
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Large monstrosity, chaotic good
Armor Class 13 (natural armor)
Hit Points 22 (4d10)
Speed 20 ft., swim 50 ft. STR • DEX • CON • INT • WIS • CHA
14(+2) 15(+2) 11(+0) 5(-3) 10(+0) 6(-2) Damage Resistances cold
Senses darkvision 120ft., passive Perception 10
Languages -
Challenge 1/2 (100 XP) Amphibious. The hippocamp can breathe air and water. Charge. If the hippocamp moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.
Armor Class 13 (natural armor)
Hit Points 22 (4d10)
Speed 20 ft., swim 50 ft. STR • DEX • CON • INT • WIS • CHA
14(+2) 15(+2) 11(+0) 5(-3) 10(+0) 6(-2) Damage Resistances cold
Senses darkvision 120ft., passive Perception 10
Languages -
Challenge 1/2 (100 XP) Amphibious. The hippocamp can breathe air and water. Charge. If the hippocamp moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.
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