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Hippocamp

Large monstrosity, Chaotic Good

Armor Class 13 (natural armor)

Hit Points 22 (4d10)

Speed 20 ft., swim 50 ft.

STR 14 (+2)
DEX 15 (+2)
CON 11 (+0)
INT 5 (-3)
WIS 10 (+0)
CHA 6 (-2)

Damage Resistances cold

Senses darkvision 120 ft., passive Perception 10

Languages

Challenge 1/2

Amphibious. The hippocamp can breathe air and water.

Charge. 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: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.

Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Source

Mythic Odysseys of Theros, p. 227