Hippocamp

Large monstrosity, Chaotic Good

Armor Class

13 (natural armor)

Hit Points

22 (4d10)

Speed

walk 20 ft., swim 50 ft.

Damage Resistances

cold

Senses

darkvision 120 ft.

Challenge

1/2

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.