Upheaval

Behemoth Hippopotamus

CR 10, N Huge Animal (ancient beast)

Senses: Perception 12, Low Light Vision

Speed: 50 ft.  Skills: Athletics 13, Stealth 2

Languages: None

Ability Scores: Str 29 (+21), Dex 8 (+11), Con 20 (+17), Int 2 (+1), Wis 13 (+6), Cha 5 (+2)

INIT: +3  CP: +10  HP: 133 (14d8+70)  SA: --  DC: 23

AC: 23  Touch: 7  Flat-footed: 23 [-1 Dodge, +16 Natural, -2 Size]

SR: --  Vulnerable: --  Resistant: --  Bypass: --

Immunity: --  Effect Immunity: --

QUALITIES

Ferocity (ex) - When the Behemoth Hippopotamus reaches 0 hp and is dying, it remains conscious, though it is staggered. It continues to make saves and take constitution damage until it stabilizes.

Power Attack (ex) - A Behemoth Hippopotamus may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Behemoth Hippopotamus does one extra point of damage. The Behemoth Hippopotamus must decide to use power attack at the beginning of its turn and it applies to all attack made until the start of its next turn.

Endurance (ex) - Creatures with endurance gain advantage on endurance-related saves and check.

Hold Breath (ex) - A Behemoth Hippopotamus can hold its breath for 4 times its Con score before it risks drowning.

Improved Critical (ex) - The critical hit range of one of the creature's attacks increases by one point.

ACTIONS
Attacks

Trample (Full Round)(ex) - As a full-round action, the Behemoth Hippopotamus can attempt to overrun any opponents that are medium-sized or smaller by simply moving through their squares. Targets in the path take regular damage (Dex save for half). Targets who fail the save are also knocked prone. Those who remain on their feet can make a standard attack of opportunity. The Behemoth Hippopotamus cannot damage a creature more than once per round with this attack.

DESCRIPTION

Environment: warm rivers

Organization: None

Treasure: none

This immense behemoth of a hippo is larger than an elephant. Its teeth are like scimitars, and it moves with an indomitable gait.