Totally Not GG
The River Horse
Scout by Land: Nothing out of the ordinary. The occasional small animal. The river water looks pure and clean, and the river itself is teeming with fish. However, a DC 25 Perception check made near the river reveals a large silhouette floating lazily under the water. A subsequent DC 15 Knowledge: Nature check tags it as some kind of hippo, a DC 20 check tags it as a Young Behemoth Hippo, and a DC 25 check reminds the PC that Behemoth Hippos are intensely territorial creatures.
Scout by Air: Nothing out of the ordinary. The occasional small animal. The river water looks pure and clean, and the river itself is teeming with fish. However, a DC 15 Perception check made while above the river reveals a large silhouette floating lazily under the water. A subsequent DC 15 Knowledge: Nature check tags it as some kind of hippo, a DC 20 check tags it as a Young Behemoth Hippo, and a DC 25 check reminds the PC that Behemoth Hippos are intensely territorial creatures.
While they are rowing down the river, fetching water from the river, or simply walking alongside the river, the PC’s see a late-middle-aged half-elf man, whistling a merry tune surprisingly loudly and fishing off of a small boat. The man waves to them and flashes a friendly smile. In full view of the PC’s, the Hippo then uses Capsize on the fisherman’s boat, and he begins floundering in the river and calling for help. As far as combat goes, the almost-elderly fisherman stays as far away from combat as possible, but when he begins singing about three brave warriors facing down a great sea monster, the party finds themselves receiving a +2 competence bonus to Swim and a +1 to their attack and damage rolls.
This immense behemoth of a hippo is as big as an elephant. Its teeth are like scimitars, and it moves with an indomitable gait.
Young Behemoth Hippopotamus
N Large animal
Init +5; Senses low-light vision; Perception +12
AC 23, touch 9, flat-footed 22 (42)
Fort 14 vs. nonmagical disease), Ref +10, Will +7
Defensive Abilities: sweat
Speed 50 ft.
Melee bite 11/19–20 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks capsize, trample (2d4+13, DC 26)
Str 25, Dex 12, Con 16, Int 2, Wis 13, Cha 5
Base Atk 22 grapple); CMD 29 (33 vs. trip)
Feats: Diehard, Endurance, Improved Critical (bite), Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception)
Skills: Perception 14 underwater), Swim +11; Racial Modifiers +10 Stealth underwater
SQ hold breath
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 higher.
Given to you by the fisherman (who reveals himself to be a former adventurer, specifically a Net and Trident Bard) for saving his life.
Fishing Tackle (+1 circumstance bonus on Survival checks when gathering food around bodies of water that contain fish)
Bag of Holding I, containing:
- +1 Seaborne Trident
- Masterwork Snag Net
- Potion of Water Breathing (minimum CL)
- Potion of Water Walk, Communal (minimum CL)
- Feather Token: Swan Boat
- Feather Token: Anchor
- Three Air Bladders
In addition, a DC 10 Survival check confirms that the river water is most definitely potable, and a DC 5 Perception check confirms that it is most definitely filled with delicious fish.