Monster
Hippocamp
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Official reference · MOT · 2014
- Creature type
- Monstrosity
- Size
- Large
- Armor class
- 13 (natural armor)
- Hit points
- 22 (4d10)
- Speed
- Walk 20 ft., Swim 50 ft.
- Challenge rating
- 1/2
- Alignment
- Chaotic Good
- Strength
- 14
- Dexterity
- 15
- Constitution
- 11
- Intelligence
- 5
- Wisdom
- 10
- Charisma
- 6
- Passive Perception
- 10
- Senses
- darkvision 120 ft.
- Resistances
- cold
Traits
Amphibious
The hippocamp can breathe air and water.
Charge
If the hippocamp 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. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.
Actions
Hooves
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.
Ram
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.