The Aethervale

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monster

Hippocamp

Hippocamp
Hippocamp
CR 1/2
Large Monstrosity, Chaotic Good
Reveal Stat Block
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

Traits

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 12 Strength saving throw or be knocked prone.

Actions

Hooves.mw 4 to hit, reach 5 ft., one target. ({@damage 2d6 + 2) bludgeoning damage.
Ram.mw 4 to hit, reach 5 ft., one target. ({@damage 1d6 + 2) bludgeoning damage.

Hippocamp

Noble steeds of the sea, hippocamps feature in countless tales as guides and mounts to tritons and other ocean-faring heroes. While these curious but cautious aquatic equines naturally travel in herds, many hold valued places in triton society. Considered to be servants of Thassa, hippocamps are often unpredictable, but their great speed and strength can prove awe-inspiring when harnessed by the god's will.