Behemoth Hippopotamus

Creature 10
  • Huge
  • animal
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

Running this fight? Add the behemoth hippopotamus to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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