hippopotamus
This lumbering bull hippopotamus lunges out of the water and yawns wide, displaying an impressive set of tusk-like teeth.
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: 66 (7d8+35)
Fort: +10 (+12 vs. nonmagical disease) Ref: +5 Will: +2
Defensive Abilities: sweat
Offense
Speed: 40 ft.
Melee: bite +9 (2d8+6)
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: +6 CMB: +11 CMD: 21 (25 vs. trip)
Feats: Endurance, Imp. Initiative, Power Attack, Skill Focus (Perception)
Skills: Perception +8, Stealth +0 (+10 underwater), Swim +8 Racial Modifiers +10 Stealth underwater
SQ: hold breath
Ecology
Environment: warm rivers
Organization: solitary, pair, or bloat (3–20)
Treasure: none
Description
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.
Hippogriff–Hippopotamus Hippopotamus, Behemoth This immense behemoth of a hippo is larger than an elephant. Its teeth are like scimitars, and it moves with an indomitable gait.
