Upheaval

Hippopotamus

CR 5, N Large Animal

Senses: Perception 8, Low Light Vision, ScentThis special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location. A creature with the scent ability can follow tracks by smell with a perception check instead of using the Track skill.

Speed: 40 ft.  Skills: Athletics 8, Stealth 0

Languages: None

Ability Scores: Str 19 (+11), Dex 10 (+7), Con 16 (+10), Int 2 (-2), Wis 13 (+3), Cha 5 (-1)

INIT: +4  CP: +6  HP: 66 (7d8+35)  SA: --  DC: 18

AC: 17  Touch: 9  Flat-footed: 17 [+8 Natural, -1 Size]

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

Immunity: --  Effect Immunity: --

QUALITIES

Power Attack (ex) - A Hippopotamus may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Hippopotamus does one extra point of damage. The 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.

Capsize (ex) - Creatures with capsize can capsize a ship by ramming it as a charge attack and making an Athletics check (DC 25). For each size category the ship is larger than the Hippopotamus's size, the Hippopotamus takes a cumulative -10 penalty on this check.

ACTIONS
Attacks

Trample (Full Round)(ex) - As a full-round action, the 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 Hippopotamus cannot damage a creature more than once per round with this attack.

DESCRIPTION

Environment: warm rivers

Organization: None

Treasure: none

This lumbering bull hippopotamus lunges out of the water and yawns wide, displaying an impressive set of tusk-like teeth.

The ill-tempered river horse has a well-earned reputation for hostility, despite the fact that it is a herbivore. HIPPO COMPANIONS Starting Statistics: Size Medium; Speed 40 ft.; AC +6 natural armor; Attack bite (1d8); Ability Scores Str 11, Dex 12, Con 12, Int 2, Wis 13, Cha 5; Special Qualities low-light vision, scent, sweat. 7th-Level Advancement: Size Large; AC +2 nat. arm.; Attack bite (2d8); Ability Scores Str +8, Dex -2, Con +4; Special Ability trample.

The hippo is a peaceful creature, but will defend its lair and young if provoked. They are found dwelling near rivers and lakes. Hippos in the water move by running along the bottom of lakes and rivers, surfacing occasionally to gulp air. Hippos attack by trampling and biting their foes.