Hippopotamus

Huge beast (ozbeast), neutral good (Patrippany) or lawful neutral (Gugu)

Armor Class 12 (natural armor)
Hit Points 66 (7d12 + 18)
Speed 40 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 10 (+0) 13 (+1) 6 (-2)

Skills Perception +3, Stealth +2
Senses passive Perception 13
Languages Common
Challenge 3 (700 XP)

SPECIAL TRAITS

  • Hold Breath. The hippopotamus can hold its breath for 30 minutes.
  • Keen Smell. The hippopotamus has advantage on Wisdom (Perception) checks that rely on smell.
  • Trampling Charge. If the hippopotamus moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be forced prone. If the target is prone, the hippopotamus can make one stomp attack against it as a bonus action.

ACTIONS

  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.
  • Stomp. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 20 (3d10 + 4) bludgeoning damage.

ABOUT

This large, rotund creature flicks its ears at you mischievously.

Despite their differences, all hippos in Faerie are not to be trifled with. Their enormous size is just one of their many attributes, and they can make important allies or terrifying enemies. The elite guard of Gugu are turned into Ippi,

Section 15: Copyright Notice

5E RPG: Oz Adventures. Copyright 2021, Mal and Tal, LLC; Author Michael Tresca.

This is not the complete license attribution - see the full license for this page