Behemoth Hippopotamus
Creature 10- Perception
- +19; low light vision, scent (imprecise) 30 feet
- Skills
- Athletics +23, Stealth +18, Survival +17
- Str +7, Dex +4, Con +7, Int −4, Wis +5, Cha −2
Deep Breath The behemoth hippopotamus can hold its breath for 1 hour.
- AC
- 29; Fort +22, Ref +17, Will +19
- HP
- 190
- Speed
- 35 feet, swim 35 feet
Melee ◆ jaws +23 (deadly d12, reach 10 feet), Damage 2d12+10 piercing plus Grab
Melee ◆ foot +23, Damage 2d8+10 bludgeoning
Aquatic Ambush ◆ 40 feet
Capsize ◆ (attack) The behemoth hippopotamus tries to capsize an adjacent aquatic vessel of its size or smaller. The behemoth hippopotamus must succeed at an Athletics check with a DC of 30 (reduced by 5 for each size smaller the vessel is than the hippo) or the pilot's Sailing Lore DC, whichever is higher.
Double Chomp ◆ The behemoth hippo makes a jaws Strike targeting two creatures adjacent to each other. Roll the attack and damage once, and apply it to each creature separately. A Double Chomp counts as two attacks for the multiple attack penalty.
Swallow Whole ◆ (attack) Medium, 2d12+10 bludgeoning damage, Rupture 26
Trample ◆◆◆ Large or smaller, foot, DC 29 basic Reflex
Grab ◆
Source: Pathfinder Monster Core 2