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Hippocamp (5e)

 5th edition Pointer  + 

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Theros
Setting
Hippocamp (pointer) [1] [2]
Large Monstrosity, Chaotic Good
Armor Class: 13 (natural armor)
Hit Points: 22
Speed: 20 ft., swim 50 ft.
STR DEX CON INT WIS CHA
Senses: darkvision 120 ft., passive Perception 10
Languages:
Habitat: Coastal, Underwater
Challenge: 1/2 (100 xp)Proficiency Bonus (PB): +2

Features

Amphibious. [3] The hippocamp can breathe air and water.

Charge. [3] 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

Ram. Weapon Weapon Attack

Unofficial Description: Horse-like aquatic monstrosity


Sources and NotesEdit

  1. F. Wesley Schneider, James Wyatt (21 July 2020). Mythic Odysseys of Theros. (5e) Wizards of the Coast. ISBN 978-0-7869-6706-3. p. 227. Licensed: © Wizards of the Coast (used under 'fair use' clause).
  2. Habitat (unofficial) - User
  3. 3.0 3.1 Trait matches the trait of the same name in the 5th ed. SRD. - Wizards RPG Team (6 May 2015). SRD-OGL v5.1. (5e) Wizards of the Coast. Licensed: OGL.

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