Medium Humanoid, Chaotic Neutral
Armor Class 10
Hit Points 153 (18d8 + 72)
Speed 30 ft., Swim 30 ft. In hippo or hybrid form
STR
17 (+3)
DEX
10 (+0)
CON
18 (+4)
INT
3 (-4)
WIS
12 (+1)
CHA
12 (+1)
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Passive Perception 11
Languages Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Special Trait Name. The werehippo can use its action to polymorph into a Large hippo-humanoid hybrid or into a Large hippo, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies

Actions

Multiattack. In hippo form, the werehippo makes two bite attacks. In humanoid form, it makes two slam attacks. In hybrid form, it can attack like a hippo or a humanoid.

Charge (Hippo or Hybrid Form Only). If the werehippo moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Bite (Hippo or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 14 (2d10 + 3) piercing damage. If the target is humanoid, it must succeed a DC 14 Constitution Saving throw or be cursed with Hippo Lycanthropy.

Slam (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 12 (2d8 + 3) bludgeoning damage.

 

hobbinky51

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