Armor Class
13
Hippocamp
Large Monstrosity · Chaotic Good
Hit Points
22 (4d10)
Speed
Walk 20 ft., Swim 50 ft.
CR
1/2
Traits
Amphibious
The hippocamp can breathe air and water.
Charge
If the hippocamp moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 () Bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked .
Actions
Hooves
Melee Weapon Attack +4 to hit, reach 5 ft., one target. 9 () Bludgeoning damage.
Ram
Melee Weapon Attack +4 to hit, reach 5 ft., one target. 5 () Bludgeoning damage.