Hippopotamus
The ill-tempered ‘river horse’ has a well-earned reputation for hostility, despite the fact that it is a herbivore.
[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]
This lumbering bull hippopotamus lunges out of the water and yawns wide, displaying an impressive set of tusk-like teeth.
Hippopotamus
Large beast, unaligned
Armor Class 13 (natural armor)
Hit Points 42 (5d10 + 15)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 40 (+1) | 16 (+3) | 3 (-4) | 41 (+0) | 0 (-2) |
Skills Stealth +3
Senses passive Perception 10
Languages –
Challenge 2 (450 XP)
SPECIAL TRAITS
- Hold Breath. The hippopotamus can hold its breath for 10 minutes.
- Trampling Charge. If the hippopotamus moves at least 20 feet straight toward a creature and then hits it with its bite attack on the same turn, that target must succeed on a DC 11 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.
ACTIONS
- Bite. Melee Weapon Attack: +6 to hit, range 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
- Stomp. Melee Weapon Attack: +6 to hit, range 5 ft., one prone creature. Hit: 13 (2d8 + 4) bludgeoning damage.
Section 15: Copyright Notice
Necropolis, © 2021, Necromancer Games; Author Mark Greenberg, Bill Webb
Hippopotamus CR 5 |
XP 1,600 N Large animal Init +4; Senses Low-Light Vision, Scent; Perception +8 |
DEFENSE |
AC 17, touch 9, flat-footed 17 (+8 natural, -1 size) hp 52 (7d8+21). Fort +8 (+10 vs. nonmagical disease), Ref +5, Will +3 Defensive Abilities sweat |
OFFENSE |
Speed 40 ft. Melee bite +8 (2d8+6) Space 10 ft.; Reach 5 ft. Special Attacks capsize, trample (1d8+6, DC 17) |
STATISTICS |
Strength 19, Dexterity 10, Constitution 16, Intelligence 2, Wisdom 13, Charisma 5 Base Atk +5; CMB +10; CMD 20 (24 vs. trip) Feats Endurance, Improved Initiative, Power Attack, Skill Focus (Perception) Skills Perception +9, Stealth +1 (+11 underwater), and Swim +10; Racial Modifiers +10 Stealth underwater SQ 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 |
Hippo Companions
Starting Statistics: Size Medium; Speed 40 ft.; AC +6 natural armor; Attack bite (1d8); Ability Scores Strength 11, Dexterity 12, Constitution 12, Intelligence 2, Wisdom 13, Charisma 5; Special Qualities Low-Light Vision, Scent, sweat.
7th-Level Advancement: Size Large; AC +2 natural armor; Attack bite (2d8); Ability Scores Strength +8, Dexterity -2, Constitution +4; Special Ability trample.
Section 15: Copyright Notice – Bestiary 2
Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost,
Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds,
F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.