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Hippopotamus

Hippopotamus
Hippopotamus – AI Generated Artwork – NightCafe Creator

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

Hippopotamus
Hippopotamus – AI Generated Artwork – NightCafe Creator

Large beast, unaligned

Armor Class 13 (natural armor)
Hit Points 42 (5d10 + 15)
Speed 40 ft.

STRDEXCONINTWISCHA
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

  • BiteMelee Weapon Attack: +6 to hit, range 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
  • StompMelee 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

Hippopotamus1
Hippopotamus – AI Generated Artwork – NightCafe Creator
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.

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