Hippocamp

Mythic Odysseys of Theros p. 227

Size
Large
Type
monstrosity
Alignment
chaotic good
AC
13 (natural armor)
Hit Points
22 (4d10)
Speed
walk 20 ft., swim 50 ft.
Resistances
cold
Senses
darkvision 120 ft.
Passive Perception
10
Challenge
1/2
STR
14
+2
DEX
15
+2
CON
11
+0
INT
5
−3
WIS
10
+0
CHA
6
−2

Traits

Amphibious

The hippocamp can breathe air and water.

Charge

If the hippocamp moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Actions

Hooves

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.

Ram

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Other data

description

Noble steeds of the sea, hippocamps feature in countless tales as guides and mounts to tritons and other ocean-faring heroes. While these curious but cautious aquatic equines naturally travel in herds, many hold valued places in triton society. Considered to be servants of Thassa, hippocamps are often unpredictable, but their great speed and strength can prove awe-inspiring when harnessed by the god's will.