Trampling Charge. If the hippocampus moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
Innate Spellcasting. The hippocampus innate spell casting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells requiring no material components:
At will: Create or Destroy Water, Control Water, Purify Food and Drink, Water Walk (self only)
3/day each: Gaseous Form, Minor Illusion, Misty Step, Tongues
1/day: Plane Shift, True Seeing, Tsunami, Wall of Ice
Water Regeneration. The hippocampus regains 10 hit points at the start of its turn if it is submerged in water.
Multiattack. The hippocampus can make two Hardened Brass Hooves attacks.
Hardened Brass Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage.
Self Repair (5/day). Magical mechanisms inside the hippocampus' armor will restore 2d10+4 hitpoints to itself.
Description
The noble hippocampus, usually a denizen of the Elemental Plane of Water, is a creature that is half horse and half fish, though it is not made of flesh. Only, this one is now bound to a hardened brass exoskeleton of sorts, its fish tail turned to steam to power its new, mechanical hind legs. The plates of its armor shine a silvery gold in whatever light hits them, specks of blue clear to see amidst the gleaming metal if one looks closely enough. The centerpiece of the ensemble, sported on the now-mount's chestplate, is a dimly glowing crystal. This is what binds the creature to the armor, connects it to its new rider. Facing a normal hippocampus in the water was already a daunting task, but now, this one can chase you out of it, too. Pray that its rider does not have cause to chase after you.
Previous Versions
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8/21/2022 2:28:27 PM
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Coming Soon
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