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Hippopotamus

CREATURE 5

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.


Perception +11; low-light vision, scent (imprecise) 30 feet
Skills Athletics +13, Stealth +11 (+13 in water), Survival +11
Str +6, Dex +2, Con +6, Int -4, Wis +4, Cha -2
Deep Breath

The hippopotamus can hold its breath for 5 minutes.


AC 21; Fort +15, Ref +9, Will +11
HP 85

Speed 25 feet, swim 20 feet
Melee Jaws +15 (deadly d10), Damage 2d8+8 piercing
Melee Foot +15, Damage 1d10+8 bludgeoning
Aquatic Ambush

30 feet


Requirements The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.

Effect The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is Off-Guard against this Strike.

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 basic Reflex


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).

Pathfinder Monster Core 2ORC