b'Hippopotamus \n'b'  Huge   beast  (ozbeast), neutral good (Patrippany) or lawful neutral (Gugu) \n'b'  Armor Class  12 (natural armor)  Hit Points  66 (7d12 + 18)  Speed  40 ft., swim 30 ft.\n'b' STATS STR: 19 (+4) DEX:  10 (+0)  CON:  17 (+3)  INT:  10 (+0)  WIS:  13 (+1)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +3,  Stealth  +2  Senses  passive  Perception  13  Languages  Common  Challenge  3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Hold Breath . The hippopotamus can hold its breath for 30 minutes. \n'b'  Keen Smell . The hippopotamus has advantage on  Wisdom  ( Perception ) checks that rely on smell. \n'b'  Trampling Charge . If the hippopotamus moves at least 20 feet straight toward a creature and then hits it with a bite  attack  on the same turn, that target must succeed on a DC 12  Strength  saving throw or be forced  prone . If the target is  prone , the hippopotamus can make one stomp  attack  against it as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b'  Bite .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 17 (3d8 + 4) piercing damage. \n'b'  Stomp .  Melee Weapon Attack : +6 to hit, reach 5 ft., one  prone  creature.  Hit : 20 (3d10 + 4) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This large, rotund creature flicks its ears at you mischievously. \n'b' Despite their differences, all hippos in Faerie are not to be trifled with. Their enormous size is just one of their many attributes, and they can make important allies or terrifying enemies. The elite guard of Gugu are turned into Ippi,'