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 Class | 13 (natural armor) | ||
---|---|---|---|
Hit Points | 10d10+20 | ||
Speed | 10ft. | Swim 60ft. | |
Strength | 16 (+3) | ||
Dexterity | 12 (+1) | ||
Constitution | 14 (+2) | ||
Intelligence | 2 (-4) | ||
Wisdom | 13 (+1) | ||
Charisma | 8 (-2) | ||
Senses | Darkvision 60ft. | Passive Perception 11 | |
Languages | --- | ||
Challenge | 4 (1,100 XP) | ||
Special 1 | Fast Acting | When the hippocamp rolls initiative, if it isn't surprised, | it can immediately take one additional turn at the start of the round. |
Special 2 | Sneak Attack (1/turn) | The hippocamp deals an extra 2d6 damage | when 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 hippocamp | that isn't incapacitated and the | hippocamp doesn't have disadvantage on the attack roll |
Special 3 | Water Breathing | The hippocamp can breathe only underwater | |
Special 4 | Wave Breaker | When 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 1 | Multiattack | The hippocamp makes three attacks: | two with its hooves and one with its tail |
Action 2 | Stomp | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 1d6+3 bludgeoning damage | ||
Action 3 | Tail Attack | Melee Weapon Attack | d20+5 to hit |
Reach 5ft., one target | Hit 1d8+3 bludgeoning damage | and the target must succeed on | a DC 13 Strength saving throw or be pushed 10 feet |
Reaction | Ambush | Whenever 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 Class | 13 (natural armor) | ||
---|---|---|---|
Hit Points | 4d10+8 | ||
Speed | 10ft. | Swim 60ft. | |
Strength | 13 (+1) | ||
Dexterity | 12 (+1) | ||
Constitution | 14 (+2) | ||
Intelligence | 2 (-4) | ||
Wisdom | 11 (+0) | ||
Charisma | 7 (-2) | ||
Senses | Darkvision 60ft. | Passive Perception 11 | |
Languages | --- | ||
Challenge | 1/2 (100 XP) | ||
Special 1 | Water Breathing | The hippocamp can breathe only underwater | |
Special 2 | Wave Breaker | When the hippocamp exits a body of water, | if it moved at least 30 feet before editing, |
it can jump up to 15 feet in | any direction, including straight up | ||
Action 1 | Hooves | Melee Weapon Attack | d20+3 to hit |
Reach 5 ft., one target | Hit 1d6+1 bludgeoning damage | ||
Action 2 | Tail | Melee Weapon Attack | d20+3 |
Reach 5 ft., one target | Hit 1d8+1 bludgeoning damage, | and the target must succeed on | a DC 11 Strength saving throw or be pushed 10 feet |
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