Hippopotatomus

by Fantomp

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Hippopotatomus

Huge plant, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 105 (10d12 + 40)
  • Speed 25 ft. (40 ft. while in sunlight)

STR DEX CON INT WIS CHA
22 (+6) 8 (-1) 18 (+4) 6 (-2) 13 (+1) 7 (-2)

  • Saving Throws Wis +4
  • Skills Athletics +9, Perception +4
  • Damage Resistances poison, radiant
  • Condition Immunities prone
  • Senses tremorsense 30 ft., passive Perception 14
  • Languages
  • Challenge 8 (3,900 XP)

Photosynthesis. While in direct sunlight, the hippopotatomus's walking speed increases to 40 feet, and it regains 13 (2d8 + 4) hit points at the start of its turn if it has at least 1 hit point. If the hippopotatomus takes fire or necrotic damage, this trait is disabled until the end of its next turn.

Charge. If the hippopotatomus moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Power Over Earth!. The hippopotatomus ignores difficult terrain caused by vegetation or disturbed earth. Additionally, the hippopotatomus's attacks get advantage from attacking a prone creature from further than 5 feet away instead of disadvantage.

Actions

Multiattack. The hippopotatomus makes one Bite attack and two Root Whip attacks. It can use its Ground Slam action in place of a Bite attack.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Root Whip. Melee Weapon Attack: +7 to hit, reach 20 ft., one target. Hit: 8 (1d6 + 4) bludgeoning damage, and the target is moved 10 feet in a direction of the hippopotatomus's choice.

Potato Slam (Recharge 6). The hippopotatomus slams down its front hooves, causing an eruption of rocks, soil and roots in a 30-foot cone. Each creature in that area must succeed on a DC 16 Strength saving throw. On a failed save, a creature takes 13 (3d8) bludgeoning damage and is pushed 15 feet away from the hippopotatomus and 15 feet upwards, suffering the usual effects of falling. On a successful save, a creature takes half as much damage and is pushed only 5 feet.

Additionally, the ground in the area becomes difficult terrain until cleared, the hippopotatomus isn't affected by this difficult terrain. A prone creature in the area can only stand up with a successful DC 12 Dexterity (Acrobatics) check, on a failed check, the creature can only stand up by using its action.

Legendary Actions

The hippopotatomus has can take 2 legendary actions, regaining spent actions at the end of its turn.

Steadfast (1/Round). The hippopotatomus repeats a saving throw to end a spell or effect affecting it.

Suppressive Fire (Costs 1-2 Actions). The hippopotatomus launches a volley of potatoes that rain down from the sky in 10-foot-radius, 60-foot-high cylinder centered on a point within 60 feet of the hippopotatomus. Each creature within the area when it appears or that enters the area must make a DC 14 Dexterity saving throw or take 5 (2d4) bludgeoning damage and have its speed reduced by 10 feet. If the hippopotatomus spends two legendary actions, suppressive fire does 10 (4d4) damage on a failed saving throw, and half as much on a successful one.

Whip (Costs 1-2 Actions). The hippopotatomus makes one Root Whip attack for each legendary action it spends. If the Hippopotatomus hits two attacks against different targets as a part of this action and moves them within 5 feet of eachother, both creatures must make a DC 14 Consitution saving throw or be under the effect of the Slow spell until the end of their next turn.

Hippopotatomus: Do's and Don'ts

First of all, the 'potato' in 'hippopotatomus' is pronounced po-tah-toe, this is crucial.
Secondly, there are a few things that are important to know in order to run a hippopotatomus encounter smoothly.
Tbh every monster should have something like this.

Be Nice, Round Up

The hippopotatomus has many ways to reduce a player’s speed, most of which reduce it by half (prone, difficult terrain, slow). Stacking two of these effects would mean an effective speed of 7.5 ft for most characters. In a scenario like this, it’s generally better to round up rather than round down, (the hippopotatomus was designed with this ruling in mind).

Lone Giants

While it doesn’t need to be a solo-encounter, the hippopotatomus is designed to be fought in a relatively open area with little to no support from other monsters, and as such, it has a lot of CC and takes up lots of room with its abilities. Use with other monsters at your own risk.

Ability Order and Target Prioritization

Generally, the hippopotatomus aims to knock its targets prone, and keep them where it wants them using its various movement limiting and displacement abilities.

Ground slam and charge + bite are both good turn 1 options, though personally I think it’s preferable to lead with the latter, as the former has more shock value when saved for turn 2.

The legendary actions are mostly interchangeable, and you can use them whenever appropriate, though do try to make sure it cycles through its legendary actions rather than just using the same ones, as repeating legendary actions can get same-y.

As for target prioritization, generally start off by trying to maul whoever is closest, before switching to spreading out the damage more, and hitting whoever it can.

Rewards

Here are some things that may
serve as appropriate rewards for a party
that defeats one of these fearsome beasts.

Potato Slam

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a potato)
  • Duration: 1 round

You slam the ground, causing an eruption of rocks, soil and roots in a 30-foot cone. Each creature in that area must succeed on a Strength saving throw. On a failed save, a creature takes 3d8 bludgeoning damage and is pushed 15 feet upwards and 15 feet away from you, suffering the usual effects of falling. On a successful save, a creature takes half as much damage and is pushed only 5 feet.


Additionally, the ground in the area becomes difficult terrain until the start of your next turn. A prone creature in the area can only stand up by making a Dexterity (Actobatics) check against your spell save DC. On a failed check, the creature can only stand up by using its action.

Potato Charm

Wondrous item, rare

While wearing this charm, starting your turn on the ground and in direct sunlight grants you the power of the potato until the start of your next turn, conferring the following benefits:

  • Your walking speed is increased by 10 feet.
  • You have advantage on saving throws and ability checks against being knocked prone.
  • Your attacks do an additional 1d6 damage against prone targets, and do not get disadvantage from attacking a prone target.
  • for each hour you spend with the power of the potato, you regain 2d6 hit points.

A piece of root broken off of the hippopotatomus, as you hold it to the sunlight, you can feel the power of the potato coursing through you.

~ credits ~

Here are the links to the wonderful images used in this totally normal and not weird homebrew.

Original Hippo Image - DK findout!
Potato Sprouts - Kitchen Counter Culture
Barn Painting - ArtWithHeartByLisa
Potatoes - Chelsie Craig, Bon Apetit

This brew was brought to you by Fantomp (me!)

The best way to contact me is to shoot me a message on Discord (fantomp#1065)

For more homebrew like this one, check out my GMbinder or my Reddit. I make mostly monsters and magic items, though I don't post them too often.

 

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