Hippopotamus
System: Pathfinder | SRD
Hippopotamus
CR 5
N
Animal
Large
Init +4
;
Senses low-light vision, scent; Perception +8
Defense
AC 17, touch 9, flat-footed 17 (+8 natural, -1 size)
hp 59 (7d8+28)
Fort +8 (+10 vs. nonmagical disease)
Ref +5
Will +3
Offense
Speed 40 ft.
Melee bite +8 (2d8+5)
Space 10 ft.
;
Reach 5 ft.
Special Attacks capsize, trample (1d8+6, DC 17)
CMB +10
CMD 20 (24 vs. trip)
Statistics
Str 19,
Dex 10,
Con 16,
Int 2,
Wis 13,
Cha 5
Base Atk +6
Feats Endurance, Imp. Initiative, Power Attack, Skill Focus (Perception)
Skills Perception +8, Stealth +1 (+11 underwater), Swim +11
SQ hold breath
Special Abilities
Capsize (Ex) 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.
Sweat (Ex) A hippo's reddish sweat protects it from nonlethal damage from hot environments, and grants it a +2 racial bonus on saving throws against nonmagical disease.
This lumbering bull hippopotamus lunges out of the water and yawns wide, displaying an impressive set of tusk-like teeth.