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Hippocampus 2014

CR 1 beast

Large beast, chaotic evil


Armor Class
11
Hit Points
42
Speed
10 ft., swim 60 ft.

STR18 (+4)
DEX12 (+1)
CON12 (+1)
INT2 (-4)
WIS12 (+1)
CHA8 (-1)

Saving Throws
Strength +4, Dexterity +1, Constitution +1, Intelligence -4, Wisdom +1, Charisma -1
Skills
Resistances
cold
Senses
darkvision 60 ft., passive Perception 11
Languages
-
Challenge
1 (200 XP) · Proficiency Bonus +2

Amphibious.

The hippocampus can breathe air and water.

Shared Breath.

The hippocampus's gills pull more air from the water than the hippocampus needs, expelling the excess as bubbles down its neck and across its back. If an air-breathing creature is riding the hippocampus, these bubbles can provide that creature a supply of fresh air when the hippocampus isn't in combat or traveling at a fast pace.

Actions

Multiattack.

The hippocampus makes one Bite attack and one Tail Slap attack.

Bite.

Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6+4) piercing damage.

Tail Slap.

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) bludgeoning damage.

Bonus Actions

Rearing Kick.

The hippocampus rears up and kicks its forelegs at one creature it can see within 5 feet of it. The target must succeed on a DC 14 STR save or be knocked prone or pushed up to 10 feet away from the hippocampus (the hippocampus's choice).

Source: Black Flag SRD (Kobold Press) · License: Creative Commons Attribution 4.0 details