Large monstrosity, Chaotic Good
| Armor Class | 13 (natural armor) |
|---|---|
| Hit Points | 22 (4d10) |
| Speed | 20 ft., swim 50 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 15 (+2) | 11 (+0) | 5 (-3) | 10 (+0) | 6 (-2) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | cold |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., passive Perception 10 |
| Languages | — |
| Challenge | 1/2 |
The hippocamp can breathe air and water.
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.
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.