Hippocampus

Hippocampus

This strange creature appears to be half horse and half fish. The front half resembles a sleek stallion with a flowing mane and long, powerful legs ending in wide fins rather than hooves. The hindquarters are that of a great fish

Hippocampus

XP 200 ()

CG Large

Initiative +2


DEFENSE

AC 12

hp: 34 (4d10 + 12)


OFFENSE

Speed: swim 60 ft.

Melee Attack—Bite: +5 to hit (reach 5 ft.; one creature). Hit: 1d6 + 3 bludgeoning damage.

Melee Attack—Tail Slap: +5 to hit (reach 5 ft.; one creature). Hit: 2d8 + 3 bludgeoning damage and the target is pushed 5 feet away from the hippocampus if it is Medium size or smaller.


STATISTICS

Str 16 (+3), Dex 14 (+2), Con 16 (+3),

Int 3 (–4), Wis 12 (+1), Cha 10 (+0)

Languages: None

Senses: Darkvision 60 ft.


TRAITS

Water Dependent: A hippocampus can breathe air for up to 15 minutes, but after that time, it begins suffocating.


ECOLOGY

Environment: Any

Organization: Solitary, pair, or herd (3–8)

A hippocampus is often called a merhorse or sea horse, for it is indeed half horse/half fish and lives entirely in the sea. The hindquarters of the animal are that of a great fish. The front (horse) portion of its body is covered in fine scales, and the rear (fish) portion is covered in large scales. The scales vary in color from ivory to deep green, mixed with shades of blue and silver.

Aquatic races sometimes tame these animals, because hippocampi make fine steeds. They are strong, swift, and smarter than horses; they can be taught hundreds of words, and some actually learn to speak the language of their riders. Hippocampi are docile creatures that fight only if they or an ally is threatened.


Training a Hippocampus

A hippocampus requires training before it will carry a rider, in combat or otherwise. To be trained, a hippocampus must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly hippocampus as a mount takes six weeks of work concluding with a successful DC 15 Wis (Animal Handling) check. A failed check can be retried after another three weeks of remedial training. If that fails, the hippocampus is untrainable.

Riding a hippocampus requires an exotic saddle. Riding a hippocampus in combat involves the rules for mounted combat and for fighting underwater.

Hippocampus eggs are worth 1,000 to 1,500 gp apiece, depending on local demand. A young, untrained hippocampus can fetch twice as much. Professional trainers (tritons sometimes specialize in this) charge 1,000 gp to rear or train a hippocampus.