
Character
Hippo 🦛
A public character created with Summon Worlds.
Open in Summon WorldsDetails
- Type
- Beast
- Class
- Fighter
- Alignment
- Lawful Good
- Size
- Large
- Armor class
- 15
- Hit points
- 120
- Speed
- 30
- Challenge
- 10
- Experience
- 5000
- Languages
- Common, Aquatic
- Senses
- Darkvision 60 ft., Passive Perception 16
- Skills
- Athletics, Perception, Intimidation
Biography
Born in the sacred waters of the Crystalline Marshlands, Hippo was chosen at birth by the River Spirits to serve as guardian and protector of all aquatic sanctuaries across Animalia. When a terrible drought threatened to consume the realm's waterways, young Hippo witnessed the suffering of countless creatures dependent on the rivers and lakes, and vowed to dedicate his considerable strength and formidable tusks to preserving these vital waters for all who relied upon them. Through years of rigorous training and unwavering discipline, he developed an unshakeable code of honor, understanding that true power must always be wielded in service of the greater good. Hippo now patrols the boundaries between water and land with tireless vigilance, standing as an immovable fortress against those who would exploit or destroy the sacred ecosystems under his watch. His reputation has spread far and wide—creatures both great and small know that Hippo's fierce determination and moral conviction make him an unstoppable force when defending the innocent. Though his teeth and bulk could terrify any foe, it is his compassionate heart and unwavering commitment to justice that truly defines his legendary status among the peoples of Animalia.
Attributes
Strength
20, modifier +5
Dexterity
12, modifier +1
Constitution
20, modifier +5
Intelligence
10, modifier +0
Wisdom
16, modifier +3
Charisma
14, modifier +2
Actions
Tusk Strike
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2d10 + 5 piercing damage.
Water Shield
As a reaction, Hippo can create a barrier of water, granting +2 AC to an ally within 30 ft. until the start of his next turn.
Rallying Roar
Hippo can use an action to inspire allies within 30 ft., granting them advantage on their next attack roll.
Guardian Charge
Hippo can move up to his speed in a straight line and make a tusk attack against each creature in his path.
Abilities
Guardian of the Waters
Hippo has advantage on saving throws against being frightened or charmed.
Tusks of Justice
Hippo's tusk attacks deal an additional 1d8 piercing damage when defending allies.
Saving throws
strength
+8
constitution
+8
wisdom
+6
Damage resistances
bludgeoning
piercing
World connections