5e:Hippocamp

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Mythic Odysseys of Theros
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Setting: Theros
Hippocamp (Pointer) [1] [2]
Large Monstrosity , Chaotic Good
Armor Class: 13 (natural armor)
Hit Points: 22
Speed: 20 ft., swim 50 ft.
Str Dex Con Int Wis Cha
Damage Resistances: cold
Senses: darkvision 120 ft., passive perception 10
Languages:
Habitat: Coastal, Underwater
Challenge: 1/2 (100 xp)Proficiency Bonus (PB): +2

Features

Amphibious. [3] The hippocamp can breathe air and water.

Charge. [3] If the hippocamp moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. 

Actions

Hooves. Melee Weapon Attack

Ram. Weapon Weapon Attack

Unofficial Description: Horse-like aquatic monstrosity


Sources and Notes

  1. F. Wesley Schneider, et. al.. Mythic Odysseys of Theros (5e 2014) (2020-07-21). Wizards of the Coast. p. 227. Licensed: © Wizards of the Coast (used under 'fair use' clause).
  2. Habitat (unofficial) - User
  3. Trait matches the trait of the same name in the 5th ed. SRD. - Wizards RPG Team. SRD-OGL v5.1 (5e 2014) (2015.05.06). Wizards of the Coast. Licensed: OGL. 3.0 3.1

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Monster data +

Hippocamp (Sort Text: Hippocamp 5e, Size: Large, Type: Monstrosity, Alignment: Chaotic Good, HP: 22, CR: 1/2, Features: Amphibious Charge Hooves Ram, Has Lair: No, NPC: No, Canon: Yes, Pointer: Yes, UA: No, User: No, Sources: Mythic Odysseys of Theros)

Mythic Odysseys of Theros Contrigubtions +