Hippopotamus

This lumbering bull hippopotamus lunges out of the water and yawns wide, displaying an impressive set of tusk-like teeth.

hippopotamus CR 5

XP 1,600

N Large animal

Init +4; Senses low-light vision, scent; Perception +8

Defense

AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)

hp 66 (7d8+35)

Fort +10 (+12 vs. nonmagical disease), Ref +5, Will +2

Defensive Abilities sweat

Offense

Speed 40 ft.

Melee bite +9 (2d8+6)

Space 10 ft.; Reach 5 ft.

Special Attacks capsize, trample (1d8+6, DC 17)

Statistics

Str 19, Dex 10, Con 16, Int 2, Wis 13, Cha 5

Base Atk +6; CMB +11; CMD 21 (25 vs. trip)

Feats Endurance, Imp. Initiative, Power Attack, Skill Focus (Perception)

Skills Perception +8, Stealth +0 (+10 underwater), Swim +8; Racial Modifiers +10 Stealth underwater

SQ hold breath

Ecology

Environment warm rivers

Organization solitary, pair, or bloat (3–20)

Treasure none

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.

The ill-tempered “river horse” has a well-earned reputation for hostility, despite the fact that it is a herbivore.

Hippo Companions

Starting Statistics: Size Medium; Speed 40 ft.; AC +6 natural armor; Attack bite (1d8); Ability Scores Str 11, Dex 12, Con 12, Int 2, Wis 13, Cha 5; Special Qualities low-light vision, scent, sweat.

7th-Level Advancement: Size Large; AC +2 nat. arm.; Attack bite (2d8); Ability Scores Str +8, Dex –2, Con +4; Special Ability trample.

Hippopotamus, Behemoth

This immense behemoth of a hippo is larger than an elephant. Its teeth are like scimitars, and it moves with an indomitable gait.

Behemoth Hippopotamus CR 10

XP 9,600

N Huge animal

Init +3; Senses low-light vision; Perception +12

Defense

AC 23, touch 7, flat-footed 23 (–1 Dex, +16 natural, –2 size)

hp 133 (14d8+70)

Fort +14 (+16 vs. nonmagical disease), Ref +8, Will +7

Defensive Abilities sweat

Offense

Speed 50 ft.

Melee bite +17 (4d8+13/19–20 plus grab)

Space 15 ft.; Reach 15 ft.

Special Attacks capsize, trample (2d6+13, DC 26)

Statistics

Str 29, Dex 8, Con 20, Int 2, Wis 13, Cha 5

Base Atk +10; CMB +21 (+25 grapple); CMD 30 (34 vs. trip)

Feats Diehard, Endurance, Improved Critical (bite), Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception)

Skills Perception +12, Stealth +2 (+12 underwater), Swim +13; Racial Modifiers +10 Stealth underwater

SQ hold breath

Ecology

Environment warm rivers

Organization solitary or bloat (2–8)

Treasure none

The behemoth hippopotamus is a true monster. Standing taller than an elephant, this animal has few enemies in the natural world—even dinosaurs and dire crocodiles avoid fights with them. Making them even more dangerous is the fact that they are practically carnivores—while not above eating plant matter, they devour carrion or foolish creatures that come too close.