Library / Bestiary

Hippopotamus

CR 5.00 Animal N Large
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.

STR
19
DEX
10
CON
16
INT
2
WIS
13
CHA
5
HP
59 (7d8+28)
AC
17, touch 9, flat-footed 17 (+8 natural, -1 size)
Speed
40 ft.
Init
+4
Melee
bite +8 (2d8+5)
Space
10 ft.
Reach
5 ft.
BAB
+6
CMB
+10
CMD
20 (24 vs. trip)
Fort
+8 (+10 vs. nonmagical disease)
Ref
+5
Will
+3
Defensive Abilities
sweat
Racial Modifiers
+10 Stealth underwater

Capsize — A hippopotamus can overturn a boat of its size or smaller by ramming it as a charge attack and making a CMB check. The DC of this check is 25 or the result of the boat captain's Profession (sailor) check, whichever is higher.

trample (1d8+6, DC 17)

Endurance from Feat

<p class="stat-block-1"> You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.</p><p class="stat-block-2">You may sleep in light or medium armor without becoming fatigued.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (&ndash;50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by &ndash;1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>

Skill Focus from Feat

<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>

Perception +8, Stealth +1 (+11 underwater), Swim +11

Details
Type
Animal
Alignment
N
Size
Large
Environment
warm rivers
Organization
solitary, pair, or bloat (3-20)
Treasure
none
Senses
low-light vision, scent; Perception +8
Source
Bestiary 2
Sources Used in This Record
3 House/Core
  • Uses feat: Endurance (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Skill Focus (Feat)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.