Dire Hippopotamus (5e Creature)

Dire Hippopotamus

Huge beast, unaligned


Armor Class 15 (natural armour)
Hit Points 115 (10d12 + 50)
Speed 40 ft., swim 40 ft.


STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 20 (+5) 2 (-4) 13 (+1) 4 (-3)

Saving Throws Str +9
Skills Perception +4
Senses passive Perception 12
Languages
Challenge 6 (2,300 XP)


Brave. The hippopotamus has advantage on saving throws against being frightened.

Charge. If the hippopotamus moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the hippopotamus can make one stomp attack against it as a bonus action.

Hold Breath. The hippopotamus can hold its breath for 15 minutes.

Underwater Camouflage. The hippopotamus has advantage on Dexterity (Stealth) checks made while underwater.

ACTIONS

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) piercing damage.

Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.


The dire hippopotamus is a large and terrifying beast with sword-like tusks capable of tearing through boats. A dire hippopotamus spends most of its time submerged, only leaving the water to feed, but when it is disturbed, it is a ferocious and incredibly aggressive beast that the wise avoid and that only the foolish deliberately aggravate.


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