Dracopotamus

Huge monstrosity, unaligned

Armor Class 16 (natural armor)
Hit Points 85 (9d12+27)
Speed 30 ft., fly 40 ft., swim 50 ft.

STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 17 (+3) 2 (-4) 10 (+0) 7 (-2)

Skills Stealth +5
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 5 (1,800 XP)

SPECIAL Traits

  • Hold Breath. The dracopotamus can hold its breath for 30 minutes.
  • Trampling Charge. If the dracopotamus moves at least 20 feet straight toward a creature and then hits with a slam attack on the same turn, that target must succeed on a DC 14 Strength saving thrown or be knocked prone. If the target is prone, the dracopotamus can make one additional slam attack against it as a bonus action.
  • Vortex. The dracopotamus can create a whirlpool around itself as an action, as long as it is in water that is at least 50 feet deep. The whirlpool ends if it loses Concentration or after the dracopotamus makes a bite attack. The whirlpool’s diameter at the water’s surface is half its depth, to a maximum diameter of 50 feet if the water is 100 feet deep or greater. A creature that enters the whirlpool or starts its turn there must make a DC 16 Strength saving throw. On a failure, the creature is caught up in the whirlpool and suffers 17 (5d6) bludgeoning damage, its speed becomes 0 until the beginning of its next turn, and it automatically moves along with the whirlpool, which follows the dracopotamus’ movement. A ship that enters the whirlpool or starts its turn there must have its captain or helmsman succeed on a DC 16 Strength (water vehicles) or Wisdom (water vehicles) check. On a failure, the ship takes 17 (5d6) bludgeoning damage, its speed becomes 0 until the beginning of its next turn, and it automatically moves along with the whirlpool.

ACTIONS

  • Multiattack. The dracopotamus makes two attacks: one with its bite and one with its tail.
  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10+5) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much on a successful one, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the dracopotamus can’t bite another target.
  • Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target not grappled by the dracopotamus. Hit: 14 (2d8+5) bludgeoning damage.
  • Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the dracopotamus. Hit: 14 (2d8+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
  • Steam Breath (Recharge 5-6). The dracopotamus exhales scalding steam in a 40-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant resistance against this damage.

ABOUT

The most feared of riverborn monsters, a dracopotamus is half beast, half black dragon and a whole terror. It has a poisonous bite, a powerful tail slap, and the ability to create whirlpools with its massive maw. A dracopotamus’ wings allow it to fly rather heavily, but are more useful to enhance its stability and speed when swimming.

Dracopotami are not evil, but can be very dangerous for the unwary traveler. Unlike hippopotami, they are carnivores and can eat twice their weight in a day. A dracopotamus’ venom is innocuous when ingested, so the creature can devour the victims of its bite without suffering ill consequences.

Section 15: Copyright Notice

5e Menagerie: Griffmeras © 2019, Rogue Genius Games; Authors: Jacob E. Blackmon and Margherita Tramontano.

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