Hippocamp

(Mythic Odysseys of Theros)

Large monstrosity, Chaotic Good

Armor Class13 (natural armor)
Hit Points22 (4d10)
Speed20 ft., swim 50 ft.
STRDEXCONINTWISCHA
14 (+2) 15 (+2) 11 (+0) 5 (-3) 10 (+0) 6 (-2)
Saving Throws—
Skills—
Damage Vulnerabilities—
Damage Resistancescold
Damage Immunities—
Condition Immunities—
Sensesdarkvision 120 ft., passive Perception 10
Languages—
Challenge1/2

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 Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.

Ram.

Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.