Dire Hippopotamus (5e Creature)

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Dire Hippopotamus[edit]

Huge beast, unaligned

Armor Class 15 (natural armour)
Hit Points 115 (10d12 + 50)
Speed 40 ft., swim 40 ft.

22 (+6) 12 (+1) 20 (+5) 2 (-4) 13 (+1) 4 (-3)

Saving Throws Str +9
Skills Perception +4
Senses passive Perception 12
Challenge 6 (2,300 XP)

Brave. The hippopotamus has advantage on saving throws against being frightened.

Charge. If the hippopotamus moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the hippopotamus can make one stomp attack against it as a bonus action.

Hold Breath. The hippopotamus can hold its breath for 15 minutes.

Underwater Camouflage. The hippopotamus has advantage on Dexterity (Stealth) checks made while underwater.


Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) piercing damage.

Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.

The dire hippopotamus is a large and terrifying beast with sword-like tusks capable of tearing through boats. A dire hippopotamus spends most of its time submerged, only leaving the water to feed, but when it is disturbed, it is a ferocious and incredibly aggressive beast that the wise avoid and that only the foolish deliberately aggravate.

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