monsters celestial cr-5-10 Tome of Beasts 3

Hippopotamus, Sacred

Huge Celestial, CR 5. From Tome of Beasts 3.

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Hippopotamus, Sacred

Huge Celestial, any alignment (as its deity)

Armor Class 16 (natural armor)

Hit Points 114 (12d12+36)

Speed 30 ft.

STR
21 (+5)
DEX
7 (-2)
CON
16 (+3)
INT
7 (-2)
WIS
18 (+4)
CHA
13 (+1)

Saving Throws Wis +7, Cha +4

Skills Perception +4

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, poisoned

Senses darkvision 120', passive Perception 17

Languages Celestial, telepathy 60'

Challenge 5 (1,800 XP)

Divine Awareness. Knows if it hears a lie.
Divine Jaws. Its weapon attacks are magical. When it hits with Gore Gore deals extra 2d8 necrotic or radiant (included) hippo's choice.
Hold Breath. Can hold its breath for 30 min.
Magic Resistance. Advantage: spell/magic effect saves.
Sacred Guardian. Can pinpoint the location of an agent or worshiper of an opposing deity or a creature with ill intent toward its sacred site within 120' of itself. In addition it can sense when such a creature moves within 100' of the site and can sense general direction of such creatures within 1 mile of the site.

Actions

Gore. Melee Weapon Attack: +8 to hit, 5 ft., one target, 23 (4d8+5) piercing damage + 9 (2d8) necrotic or radiant (hippopotamus's choice).
Divine Cacophony (Recharge 5-6). Opens its jaws and releases a cacophony of otherworldly screams songs and roars from the Upper or Lower Planes in a 30' cone. Each creature in that area: 21 (6d6) necrotic or radiant (hippopotamus's choice) and is stunned until the end of its next turn (DC 15 Con half damage not stunned).
Healing Rumble (2/Day). Touches another with its snout as it hums tone that reverberates through its jaw. Target magically regains 10 (3d6) hp and freed from any disease poison blindness or deafness.

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