Ruleset: Valor
Hippocampus

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:
 

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

sea, tropical, nearshore
rare

sea, tropical, euphotic
rare

sea, temperate, nearshore
rare

sea, temperate, euphotic
rare



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