Hippopotamus (5e Creature)

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Large beast, unaligned

Armor Class 12 (natural armour)
Hit Points 47 (5d10 + 20)
Speed 25 ft., swim 40 ft.

18 (+4) 10 (+0) 18 (+4) 2 (-4) 11 (+0) 4 (-3)

Saving Throws Str +6
Skills Perception +2
Senses passive Perception 12
Challenge 2 (450 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 6 (1d12) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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: +6 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage.

A hippo at dawn. Source

The hippopotamus is a massive, semi-aquatic herbivore, known to inhabit warm rivers and lakes. They live in large pods and spend most of their time in the water, only coming ashore at night to graze. Despite their vegetarian diet, hippopotami are incredibly aggressive. The vicious tusks of the hippopotamus are long and sharpen every time they close their mouths.

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