Hippocampus (3pp)

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

Hippocampus CR 3

CG Large magical beast (aquatic)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +7

DEFENSE

AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
hp 34 (4d10+12)
Fort +7; Ref +6; Will +2
Weakness water dependent

OFFENSE

Speed Swim 60 ft.
Melee bite +7 (1d4+4) or tail slap +7 (1d6+4) or butt +7 (1d3+4)
Space 10 ft.; Reach 5 ft.

STATISTICS

Str 18, Dex 15, Con 16, Int 10, Wis 12, Cha 10
Base Atk +4; CMB +9; CMD 21 (can’t be tripped)
Feats Endurance, Skill Focus (Perception)
Skills Perception +7, Stealth +7 (+11 underwater), Swim +18; Racial Modifiers +4 Stealth underwater

SPECIAL ABILITIES

Water Dependency (Ex)

Though they are unable to move on land, a hippocampus can breathe air (such as if it surfaces from the water). It can survive out of the water for 1 minute per 1 point of Constitution (after that, refer to the drowning rules.

ECOLOGY

Environment temperate aquatic
Organization solitary, pair or herd (3–8)
Treasure none

A hippocampus is often called a merhorse or sea horse, for it is indeed a half-horse/half-fish creature of the sea. The hindquarters of the animal are that of a great fish. Its body is covered in fine scales in the fore parts and large scales elsewhere. The hippocampus’ scales vary in color from ivory to deep green, with shades of blue and silver. Aquatic races often tame these animals, and they make fine steeds, for they are strong, swift, and very intelligent. A hippocampus is about 8 feet long and weighs about 600 pounds. Hippocampuses speak Aquan. Some speak common. Hippocampuses are docile creatures and only fight if threatened or if an ally is threatened. In combat, they use their powerful bite or tail slap. On rare occasions, the hippocampus may butt an opponent with its head.

Training a Hippocampus

A hippocampus requires training before it can bear a rider in combat. 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 requires six weeks of work and a DC 25 Handle Animal check. Riding a hippocampus requires an exotic saddle. A hippocampus can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Hippocampus eggs are worth 1,500 gp apiece on the open market, while young are worth 2,500 gp each. Professional trainers (usually tritons) charge 1,000 gp to rear or train a hippocampus.

Carrying Capacity: A light load for a hippocampus is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds

Section 15: Copyright Notice

Hippocampus from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Erica Balsley, based on original material by Gary Gygax.

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