Hippocamp

Mythic Odysseys of Theros p. 227

Tamaño
Grande
Tipo
monstrosity
Alineamiento
caótico bueno
CA
13 (natural armor)
Puntos de golpe
22 (4d10)
Velocidad
walk 20 ft., swim 50 ft.
Resistencias
cold
Sentidos
darkvision 120 ft.
Percepción pasiva
10
Desafío
1/2
FUE
14
+2
DES
15
+2
CON
11
+0
INT
5
−3
SAB
10
+0
CAR
6
−2

Rasgos

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.

Acciones

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.

Otros datos

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.