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Hippocamp

Hippocamp CR: 1/2

Large monstrosity , chaotic good
Armor Class: 13 (natural armor)
Hit Points: 22hp (4d10) 4d10
Speed: 20 ft , swim: 50 ft

STR

14 +2

DEX

15 +2

CON

11 +0

INT

5 -3

WIS

10 +0

CHA

6 -2

Damage Resistances: cold
Senses: Darkvision 120ft., passive Perception 10
Challenge Rating: 1/2

Amphibious. The hippocamp can breathe air and water.   Charge. If the hippocampus 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 2d6 . If the target is a creature, it must succeed on a DC 12 Strength check or be knocked back 10 feet (or downwards underwater). 

Actions

Ram. Melee Weapon Attack: +4 to hit 1d20+4 , reach 5ft., one target. Hit: 9 (2d6+2) bludgeoning damage 2d6+2 .   Tail Slam. Melee Weapon Attack: +4 to hit 1d20+4 , reach 5ft., one target. Hit: 5(1d6+2) bludgeoning damage 1d6+2 .


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