Sources
CR
Type
Size
Alignment
Movement

Hippocamp

Large Monstrosity, Chaotic Good

Armor Class 13 (natural armor)
Hit Points 22 (4d10)
Speed 20 ft., swim 50 ft.
STR
14
+2
DEX
15
+2
CON
11
+0
INT
5
-3
WIS
10
+0
CHA
6
-2
Damage Resistances cold
Senses darkvision 120 ft., passive Perception 10
Languages
Challenge 1/2 (100 XP)

Traits

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.

Lore

Noble steeds of the sea, hippocamps feature in countless tales as guides and mounts to tritons and other ocean-faring heroes. While these curious but cautious aquatic equines naturally travel in herds, many hold valued places in triton society. Considered to be servants of Thassa, hippocamps are often unpredictable, but their great speed and strength can prove awe-inspiring when harnessed by the god's will.