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Hippocamp

A hippocampus is a mer-horse - a creature with an equine front body and a fishlike tail. Hippocampi are the horses of the sea, favored as both racers and as mounts. Although not easy to domesticate, they willingly serve good causes. They are favored mounts of Tritons and aquatic elves.   In the wild, hippocampi speed through the open waters, alone or in loose groups. They love racing and are always on the move. They can sometimes be convinced to join an aquatic civilization, as long as they still have the freedom to move about as they wish.   A hippocampus prefers to outrun danger. Hippocampi are free spirits, making it difficult to teach them the discipline required for combat mounts.   Don't try to ride this steed unless you've got gills too.  

Breaching Hippocamp

A hippocampus is a mer-horse - a creature with an equine front body and a fishlike tail. Hippocampi are the horses of the sea, favored as both racers and as mounts. Although not easy to domesticate, they willingly serve good causes. They are favored mounts of Tritons and aquatic elves.


Armor Class13 (natural armor)
Hit Points 10d10+20
Speed10ft.Swim 60ft.
Strength16 (+3)
Dexterity12 (+1)
Constitution14 (+2)
Intelligence2 (-4)
Wisdom13 (+1)
Charisma8 (-2)
SensesDarkvision 60ft.Passive Perception 11
Languages---
Challenge4 (1,100 XP)
Special 1Fast ActingWhen the hippocamp rolls initiative, if it isn't surprised,it can immediately take one additional turn at the start of the round.
Special 2Sneak Attack (1/turn)The hippocamp deals an extra 2d6 damagewhen it hits a target with a weapon attack
and has an advantage on the attack roll,or when the target is within 5 feet of an ally of the hippocampthat isn't incapacitated and thehippocamp doesn't have disadvantage on the attack roll
Special 3Water BreathingThe hippocamp can breathe only underwater
Special 4Wave BreakerWhen the hippocamp exits a body of water,if it moved at least 30 feet before existing,
it can jump up to 15 feet in any direction,including straight up
Action 1MultiattackThe hippocamp makes three attacks:two with its hooves and one with its tail
Action 2StompMelee Weapon Attack d20+5 to hit
Reach 5 ft., one targetHit 1d6+3 bludgeoning damage
Action 3Tail AttackMelee Weapon Attack d20+5 to hit
Reach 5ft., one targetHit 1d8+3 bludgeoning damageand the target must succeed ona DC 13 Strength saving throw or be pushed 10 feet
ReactionAmbushWhenever a creature enters a space within 5 feet of the hippocamp,the hippocamp can use its reaction to
make a single melee weapon attack against that creature

Riding Hippocamp

A hippocampus prefers to outrun danger. Hippocampi are free spirits, making it difficult to teach them the discipline required for combat mounts.


Armor Class13 (natural armor)
Hit Points 4d10+8
Speed10ft.Swim 60ft.
Strength13 (+1)
Dexterity12 (+1)
Constitution14 (+2)
Intelligence2 (-4)
Wisdom11 (+0)
Charisma7 (-2)
SensesDarkvision 60ft.Passive Perception 11
Languages---
Challenge1/2 (100 XP)
Special 1Water BreathingThe hippocamp can breathe only underwater
Special 2Wave BreakerWhen the hippocamp exits a body of water,if it moved at least 30 feet before editing,
it can jump up to 15 feet inany direction, including straight up
Action 1HoovesMelee Weapon Attack d20+3 to hit
Reach 5 ft., one targetHit 1d6+1 bludgeoning damage
Action 2TailMelee Weapon Attack d20+3
Reach 5 ft., one targetHit 1d8+1 bludgeoning damage,and the target must succeed ona DC 11 Strength saving throw or be pushed 10 feet

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