Mummified Hippopotamus

This creature is created using the mummified animal template.

Mummified Hippopotamus CR 6

XP 2,400
NE Large undead
Init +4; Senses darkvision 60 ft., scent; Perception +8

DEFENSE

AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 45 (7d8+14)
Fort +7, Ref +5, Will +3
DR 5/—; Immune undead traits

OFFENSE

Speed 40 ft.
Melee bite +8 (2d8+6)
Space 10 ft.; Reach 5 ft.
Special Attacks capsize, servant’s curse (DC 15), trample (1d8+6, DC 17)

STATISTICS

Str 19, Dex 10, Con —, Int 2, Wis 13, Cha 14
Base Atk +5; CMB +10; CMD 20 (24 vs. trip)
Feats Endurance, Improved Initiative, Power Attack, Skill Focus (Perception)
Skills Perception +8, Stealth +1 (+11 underwater), Swim +11; Racial Modifiers +10 Stealth underwater
SQ hold breath

SPECIAL ABILITIES

Capsize (Ex)

A hippopotamus can overturn a boat of its size or smaller by ramming it as a charge attack and making a CMB check. The DC of this check is 25 or the result of the boat captain’s Profession (sailor) check, whichever is highest.


ECOLOGY

Environment warm ruins
Organization solitary
Treasure none

Much like with elephants, the process for mummifying hippopotamuses is expensive and difficult; thus, only significant people are interred with these creatures.

They are placed in tombs to protect against bad fortune.

Because of their association with rivers, these protectors are often found in tombs near such waterways.

Section 15: Copyright Notice

Pathfinder Adventure Path #81: Shifting Sands © 2014, Paizo Inc.; Authors: Richard Pett, with Benjamin Bruck, Adam Daigle, Thurston Hillman, Michael McCarthy, Patrick Renie, Amber E. Scott, and Russ Taylor.

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