Hippocamp

Large Monstrosity, Chaotic Good

STR
14 (+2)
DEX
15 (+2)
CON
11 (+0)
INT
5 (-3)
WIS
10 (+0)
CHA
6 (-2)
Amphibious.

The hippocamp can breathe air and water.

Charge.

If the hippocamp moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Actions

Hooves.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.

Ram.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

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Hippocamp

Source: Theros: No Silent Secret, p. 227 - Licenses and attribution