Size:
Large
Type:
Magical Beast
Form:
merped
Temper:
# App:
1, 2, 1d12 + 3
Lair:
Diet:
Combat Dice: 0
Hit Points: 25 + 1d10
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: skirmisher
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Action
Tail Slap
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.
Special
Hold Breath
A hippocampus can hold its breath up to 15 minutes before it begins suffocation.
Special
Water Breathing
The hippocampus can breathe only underwater.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
bite
7 (1d4+4) or tail slap +7 (1d6+4) or butt +7 (1d3+4)
Action
tail slap -1 (1d4+1)
1)

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Water|Dependency
This creature can survive out of the water for only 1 hour per point of Constitution.
Special
|Water|Dependency
Beyond this limit, this creature runs the risk of suffocation, as if it were drowning.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Buck [Reaction]
DC 17
Ability
Sudden Retreat
The hippocampus makes a tail Strike, then Swims with a +10-foot circumstance bonus to its swim Speed. It gains a +2 circumstance bonus to AC against reactions triggered by this movement.
Offense
Melee
Circumstance: combat round (melee)
tail +7 [+2/-3] (reach 10 feet), Damage 1d6+4 bludgeoning
Trait
Animal
An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence ability modifier over -4, can't speak languages, and can't be trained in Intelligence-based skills.
Trait
Aquatic
Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater. Aquatic creatures can breathe water but not air.
Perception
darkvision
scent (imprecise) 30 feet
This creature has the foreparts of a horse and the hindquarters of a fish. Its forelegs end in splayed fins rather than hooves. A hippocampus's scales vary in color from ivory to deep green to cerulean blue with shades of silver. Aquatic races such as merfolk and locathahs often train hippocampi as steeds or as draft animals used to pull cunningly designed underwater carriages. In the wild, hippocampi prefer to dwell in relatively shallow waters where their favorite food (seaweed and kelp) is more plentiful and larger predators are less common. These creatures often travel in large schools, analogous to freeroaming herds of wild horses on the surface world.
Trainable. The hippocampus is relatively easily trained-the amount of work and cost it requires is equivalent to what it takes to train a horse. Mounted combat on a hippocampus is similar to fighting while riding a horse, although the hippocampus is a clumsy creature on land and cannot move at all out of the water if it has a rider weighing it down.
5e SRD