Vampiric Hippo (5e Creature)
Vampiric Hippo[edit]
Large undead, chaotic evil Armor Class 16 (natural armour)
Saving Throws Str +12, Con +11 Charge. If the hippopotamus moves at least 50 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 12 (2d12) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. Dense. The hippopotamus always sinks in water. It ignores the extra movement cost for moving through water. Regeneration. The hippopotamus regains 30 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the hippopotamus takes radiant damage or damage from holy water, this trait doesn't function at the start of the hippopotamus' next turn. Siege Monster. The hippopotamus deals double damage to objects and structures. Spider Climb. The hippopotamus can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Hypersensitivity. The hippopotamus takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Underwater Camouflage. The hippopotamus has advantage on Dexterity (Stealth) checks made while underwater. Simple Mind. The hippopotamus can enter residences without the need for an invitation. ACTIONSSlam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 39 (5d12 + 7) bludgeoning damage. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (2d12 + 7) piercing damage and 10 (4d4) necrotic damage. The hippopotamus regains hit points equal to the necrotic damage dealt. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the hippopotamus can't bite another target. Swallow. The hippopotamus makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the hippopotamus, and it takes 17 (5d6) acid damage at the start of each of the hippopotamus' turns. Frightful Presence. Each creature of the hippopotamus' choice that is within 120 feet of the hippopotamus and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hippopotamus' Frightful Presence for the next 24 hours. River of Blood (1/Day). The hippopotamus exhales virulent blood in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 17 (5d6) acid damage and 17 (5d6) poison damage on a failed save or half as much damage on a successful one.
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A hippopotamus afflicted with vampirism. Instead of sucking blood it instead devours prey whole, squeezing the body of blood and other fluids in its stomach, before excreting the remains out as a mess of dry white powder and pulp. |
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