Library / Bestiary

Hippopotamus

CR 5.00 Animal N Large HD 7
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.

HP
59 (7d8+28)
AC
17, touch 9, flat-footed 17 (+8 natural, -1 size)
Init
+4
Speed
40 ft.
Fort
+8 (+10 vs. nonmagical disease)
Ref
+5
Will
+3
BAB
+6
CMB
+10
CMD
20 (24 vs. trip)
Melee
bite +8 (2d8+5)
Space
10 ft.
Reach
5 ft.
Defensive Abilities
sweat
Racial Modifiers
+10 Stealth underwater
str
19
+4
dex
10
+0
con
16
+3
int
2
-4
wis
13
+1
cha
5
-3

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)

Universal Monster Rules

Capsize Ex from Universal Monster Rule
A creature with this special quality can attempt to capsize a boat or a ship by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25, or the result of the captain's Profession (sailor) check, whichever is higher. For each size category the ship is larger than the creature attempting to capsize it, the creature attempting to capsize the ship takes a cumulative –10 penalty on its combat maneuver check.
Hold Breath Ex from Universal Monster Rule
The creature can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.
Trample (1d8+6, DC 17) Ex from Universal Monster Rule
As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check—it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature's slam damage + 1-1/2 times its Strength modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature's trample attack is 10 + 1/2 the creature's HD + the creature's Strength modifier (the exact DC is given in the creature's descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Special Abilities

Sweat from text

Feats, Traits & Items

Endurance from Feat

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.

You may sleep in light or medium armor without becoming fatigued.

Situational: to resist nonlethal damage from exhaustion: +4 untyped Swim

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Power Attack from Feat

You can choose to take a –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 (–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 –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.

Skill Focus (Perception) from Feat

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.

Calculated: +3 Skill Bonus

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
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
4 House/Core
  • Uses feat: Endurance (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Skill Focus (Feat) — core content under OGL 1.0a
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