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    Hippopotamus 5e: The 2024 River Brawler

    The hippopotamus is a CR 4 Large Beast from the 2024 rules (SRD 5.2.1) with AC 14, 82 hit points, Strength 21 and a Multiattack of two Bites at +7 for 16 (2d10 + 5) piercing each. That's 32 damage on a turn when both land, more than many level 4 characters have. It swims at 30 feet and can hold its breath for 10 minutes, so it fights from the water and retreats underneath it. SRD 5.1 has no hippopotamus, so there's no 2014 version to compare.

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    Hippopotamus Stat Block (2024)

    Hippopotamus

    Large Beast, Unaligned

    Armor Class 14
    Initiative −2 (8)
    Hit Points 82 (11d10 + 22)
    Speed 30 ft., swim 30 ft.
    STR
    21 (+5)save +7
    DEX
    7 (−2)save −2
    CON
    15 (+2)save +2
    INT
    2 (−4)save −4
    WIS
    12 (+1)save +1
    CHA
    4 (−3)save −3
    Skills Perception +3
    Senses Passive Perception 13
    Languages None
    Challenge 4 (XP 1,100; PB +2)

    Traits

    Hold Breath. The hippopotamus can hold its breath for 10 minutes.

    Actions

    Multiattack. The hippopotamus makes two Bite attacks.
    Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Piercing damage.
    Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    Offense and toughness are high: 82 HP, AC 14, a +7 Strength save. Everything else is poor: initiative −2, Dexterity 7, Intelligence 2, no darkvision. It hits like a CR 4 monster and thinks like a cow.

    How Hippos Fight

    The damage is real. Against AC 16, a +7 Bite hits on a 9 or higher (60%), so two Bites average about 19 damage a round. A level 4 wizard with 22 HP can drop in one bad turn. Each Bite ranges from 7 to 25 on the dice roller.

    It acts late. With initiative −2, the party usually goes first; the hippo makes up for it once it closes.

    Water is its armor. On land, 30 feet of speed outruns no one. In murky water a submerged hippo is out of sight from the surface, and it can stay down for 10 minutes before it comes up beside whoever is wading or in a boat. Under the 2024 underwater rules, characters without a swim speed have disadvantage on melee weapon attacks unless the weapon deals piercing damage, ranged weapon attacks have disadvantage, and anything underwater has resistance to fire.

    Play it as an animal. It defends its stretch of river. When the party leaves the water and backs off, it stops chasing; below about half HP, it sinks and stays down.

    Running a Hippopotamus Encounter

    One hippo (1,100 XP) is a Moderate encounter for four level 4 characters under the 2024 rules (1,100 of the 1,500 Moderate budget). For four level 5 characters one hippo is Low, so use two (2,200 XP, Moderate), or a hippo plus a giant crocodile for a two-front river crossing: 2,900 XP, still Moderate (2,900 of the 3,000 Moderate budget).

    For 2014 encounter math, our encounter calculator rates a single CR 4 creature as Medium for four level 4 characters.

    Polymorph Into a Hippopotamus

    Under the 2024 Polymorph, the form can be any Beast with a CR no higher than the target's level or CR, and the target gains Temporary Hit Points equal to the form's HP. A level 4 or higher ally turned into a hippo gets 82 Temporary Hit Points, two +7 Bites, a swim speed and a 10-minute breath hold, which makes it a strong pick for a river or lake fight.

    How Players Beat a Hippopotamus

    • •Fight from the bank. It has no ranged attack; archers and casters 40 feet back can't be bitten.
    • •Target Dexterity saves. Its Dexterity save is −2, so Dexterity-save spells land most of the time. Use lightning or cold rather than fire while it's submerged.
    • •Fight at night. With no darkvision, a hippo in darkness can't see characters who can: their attacks have advantage and its Bites have disadvantage.
    • •Don't shove or grapple it. Its +7 Strength save shrugs most attempts off.

    Hippopotamus Encounter Ideas

    The ford. The only shallow crossing for 20 miles runs through a hippo's wallow. The party can fight, wait for night when it grazes on the far bank, or distract it. The fight is optional; the river isn't.

    Barge in trouble. A merchant barge is stuck on a sandbar and a hippo keeps ramming the hull. The town holds the hippo sacred, so the crew wants it driven off, not killed.

    Frequently Asked Questions

    What CR is a hippopotamus in 5e?

    CR 4, worth 1,100 XP. It appears in the 2024 rules (SRD 5.2.1).

    Is there a 2014 hippopotamus stat block?

    Not in SRD 5.1. The hippopotamus is a 2024 SRD 5.2.1 stat block.

    How much damage does a hippo do in 5e?

    Each Bite deals 16 (2d10 + 5) piercing damage, and it makes two per turn, so 32 on average when both hit.

    How long can a hippo hold its breath?

    10 minutes, from its Hold Breath trait.


    Stat blocks: System Reference Document 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Tactics, encounter math and ideas are Loreify's own.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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