Hippopotamus
Creature 5 — animal
Typical adult hippos move quickly on land and attack stealthily in the water. Hippopotamuses, or hippos for short, are semiaquatic animals that spend most of their time in rivers and lakes, but can thrive on land.
Source: pathfinder-monster-core-2
Perception +11
Skills athletics +13, stealth +11, survival +11
Str
+6
Dex
+2
Con
+6
Int
-4
Wis
+4
Cha
-2
AC 21
Fort +15
Ref +9
Will +11
HP 85
Speed 25 feet, swim 20 feet
Offense
Melee Jaws +15, Damage 2d8+8 piercing
Melee Foot +15, Damage 1d10+8 bludgeoning
Abilities
Deep Breath — The hippopotamus can hold its breath for 5 minutes.
Aquatic Ambush — 30 feet
Aquatic Ambush
Capsize (attack) — The hippopotamus tries to capsize an adjacent aquatic vessel of its size or smaller. The hippopotamus must succeed at an Athletics check with a DC of 25 (reduced by 5 for each size smaller the vessel is than the hippo) or the pilot's Sailing Lore DC, whichever is higher.
Trample — Medium or smaller, foot, DC 22 Reflex
Trample
Run Hippopotamus in the encounter builder — free, no install.
Open in PathfinderGM →