Hippopotamus (5e Creature)

Hippopotamus

Large beast, unaligned


Armor Class 12 (natural armour)
Hit Points 47 (5d10 + 20)
Speed 25 ft., swim 40 ft.


STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 2 (-4) 11 (+0) 4 (-3)

Saving Throws Str +6
Skills Perception +2
Senses passive Perception 12
Languages
Challenge 2 (450 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 6 (1d12) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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: +6 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage.


A hippo at dawn. Source

The hippopotamus is a massive, semi-aquatic herbivore, known to inhabit warm rivers and lakes. They live in large pods and spend most of their time in the water, only coming ashore at night to graze. Despite their vegetarian diet, hippopotami are incredibly aggressive. The vicious tusks of the hippopotamus are long and sharpen every time they close their mouths.


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gollark: Although I guess cyber does this to most things.
gollark: They probably should at least not play it to the point of ridiculous stress.
gollark: There are at least 3 other activities open to you.
gollark: Go make Minoteaur or something instead.
gollark: Oh.
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