This immense hippopotamus is as long as four humans are tall. Its hide is a brownish-gray color and its tusks are whitish-gray.
Dire Hippopotamus (Behemoth)
Speed 40 ft., swim 40 ft.
Melee bite +17 (4d6+12/19–20)
Space 15 ft.; Reach 10 ft.
Special Attacks capsize, trample (1d8+12, DC 24)
A dire hippo attacks with its bite, and can sink ships much larger than itself.
Str 27, Dex 12, Con 24, Int 2, Wis16, Cha 8
Base Atk +9; CMB +19; CMD 30 (34 vs. trip)
Feats Great Fortitude, Improved Critical (bite), Improved Initiative, Skill Focus (Perception), Swim-By Attack, Toughness
Skills Perception +22, Swim +21
SQ hold breath
A submerged dire hippo that surfaces under a boat less than its space can capsize it by making a CMB check. The DC of this check is 10, or the result of the boat pilot’s Profession (sailor) check, whichever is higher. For each size category the boat is larger than the dire hippo’s size, the dire hippo takes a cumulative –10 penalty on this CMB check.
A dire hippo can hold its breath for a number of rounds equal to 5 times its Constitution score before it risks drowning.
Environment warm aquatic and plains
Organization solitary or herd (2–5)
Dire hippos resemble their smaller cousins and grow up to 20 feet long and can weigh up to 10,000 pounds.
Dire hippos gave rise to the legends of the behemoth, a massive beast that can drink entire rivers, and make the earth tremble when it walks. Although they can’t quite drink it all, dire hippos are the undisputed masters of the river in which they reside. All predators give them a wide berth.
Dire Hippopotamus from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.