AC
14
Initiative
-2 (8)
HP
82
(11d10 + 22)
Speed
30 ft., swim 30 ft.
Mod | Save | ||
---|---|---|---|
STR | 21 | +5 | +7 |
DEX | 7 | -2 | -2 |
CON | 15 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
INT | 2 | -4 | -4 |
WIS | 12 | +1 | +1 |
CHA | 4 | -3 | -3 |
Traits
Hold Breath. The hippopotamus can hold its breath for 10 minutes.
Actions
Multiattack. The hippopotamus makes two Bite attacks.
Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Piercing damage.
I made my level 5 players fight an undead Hippo and it OHKO'd an NPC follower. I kinda love how scary this thing is.
The hippo is so tanky because they share the elephant's ridiculously thick 2-inch hide while ALSO having unusually dense layers of muscle and fat beneath that, creating an impact-absorbing barrier that most firearms can't even punch through. Combine that with their thick bones, and you've got potentially THE tankiest animal on the planet.
In ancient times hippos were so scary, it's where the Bible's Behemoth comes from. "A beast so mighty only God himself could overpower it."
Feels like it deserves some sort of additional effect when it bites stuff, considering it's got a mouth like a hydraulic press... like added bludgeoning damage or an auto-grapple or something.