Large monstrosity, chaotic good
- Armor Class
- 13 (natural armor)
- Hit Points
- 22 (4d10)
- Speed
- swim 50 ft., 20 ft.
- Challenge
- 1/2 (100 XP)
STR
14
+2
DEX
15
+2
CON
11
+0
INT
5
-3
WIS
10
+0
CHA
6
-2
- Damage Resistances
- cold
- Senses
- darkvision 120 ft., passive Perception 10
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.