Hippopotamus

This lumbering bull hippopotamus lunges out of the water and yawns wide, displaying an impressive set of tusk-like teeth.

hippopotamus

CR 5

XP 1,600

N Large animal

Init +4; Senses low-light vision, scent; Perception +8

Defense

AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)

hp 59 (7d8+28)

Fort +8 (+10 vs. nonmagical disease), Ref +5, Will +3

Defensive Abilities sweat

Offense

Speed 40 ft.

Melee bite +8 (2d8+5)

Space 10 ft.; Reach 5 ft.

Special Attacks capsize, trample (1d8+6, DC 17)

Statistics

Str 19, Dex 10, Con 16, Int 2, Wis 13, Cha 5

Base Atk +5; CMB +10; CMD 20 (24 vs. trip)

Feats Endurance, Imp. Initiative, Power Attack, Skill Focus (Perception)

Skills Perception +8, Stealth +1 (+11 underwater), Swim +11; Racial Modifiers +10 Stealth underwater

SQ hold breath

Ecology

Environment warm rivers

Organizationsolitary, pair, or bloat (3–20)

Treasure none

Special Abilities

Capsize (Ex) A hippopotamus can overturn a boat of its size or smaller by ramming it as a charge attack and making a CMB check. The DC of this check is 25 or the result of the boat captain’s Profession (sailor) check, whichever is higher.

Sweat (Ex) A hippo’s reddish sweat protects it from nonlethal damage from hot environments, and grants it a +2 racial bonus on saving throws against nonmagical disease.

The ill-tempered “river horse” has a well-earned reputation for hostility, despite the fact that it is a herbivore.

Hippo Companions

Starting Statistics: Size Medium; Speed 40 ft.; AC +6 natural armor; Attack bite (1d8); Ability Scores Str 11, Dex 12, Con 12, Int 2, Wis 13, Cha 5; Special Qualities low-light vision, scent, sweat.

7th-Level Advancement: Size Large; AC +2 nat. arm.; Attack bite (2d8); Ability Scores Str +8, Dex –2, Con +4; Special Ability trample.