Blasphemous Terror: Hippocampus

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Author Mark Gedak
Publisher Reality Deviant Publications
Publish date 2006
OGL Section 15 rdptb

The material below is designated Open Game Content

Blasphemous Terror Hippocampus: CR 5; Large Aberration (Aquatic, Augmented Magical Beast, Evil); HD
4d10+12; hp 34; Init +2; Spd swim 60 ft. (12 squares); AC 15 (-1 size, +2 Dex, +4 natural), touch 11, flat- footed 13; BAB +4; Grp +12; Atk bite +7 melee (1d4+4) or tail slap +7 melee (1d6+4) or butt +7 melee (1d4+4); Full Atk bite +7 melee (1d4+4) or tail slap +7 melee (1d6+4) or butt +7 melee (1d4+4); Space/Reach 10 ft./5 ft.; SA fear gaze, horrific appearance, unholy burst; SQ darkvision 60 ft., low-light vision, madness, resistant to good magic scent, water dependent; AL CE; SV Fort +7, Ref +6, Will +2; Str 18, Dex 15, Con 16, Int 10, Wis 12, Cha 10
Skills: Hide +8*, Listen +7, Spot +7, Swim +12
Feats: Alertness, Endurance

Fear Gaze (Su): The wild gaze of a blasphemous terror hippocampus weakens the resolve of opponents peering into their eyes. Creatures meeting its gaze must succeed on a Will save (DC 12) or flee in fear for 1d4 rounds. The fear gaze has a range of 30 feet. This is a mind-affecting fear effect. Opponents who successfully save cannot be affected by the same blasphemous terror hippocampus’ fear gaze for 24 hours.
Horrific Appearance (Su): The sight of a blasphemous terror hippocampus is so perverse that anyone who sets eyes upon one must succeed on a Fortitude save (DC 12) or instantly be weakened, taking 2d6 points of Strength damage. This damage cannot reduce a victim’s Strength score below 0, but anyone reduced to Strength 0 is helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same blasphemous terror hippocampus’ horrific appearance for 24 hours.
Unholy Burst (Su): Once per day, a blasphemous terror hippocampus can unleash its anguish in a burst of palpable profane energy in a 20-foot radius. Those caught within the area of effect must succeed at a Fortitude save (DC 12) or be sickened for 2d4 rounds. The profane energy causes an additional 2d6 points of unholy damage to good creatures.
Madness (Su): Anyone targeting a blasphemous terror hippocampus with thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage.
Resistance to Good Magic (Su): A blasphemous terror hippocampus gains a +2 bonus on all saves against spells, spell-like abilities, and supernatural effects with the Good descriptor.
Water Dependent (Ex): Though they are unable to move on land, a blasphemous terror hippocampus can breathe air (such as if it surfaces from the water). It can survive out of the water for 1 minute per 1 point of Constitution (after that, refer to the drowning rules in the SRD).
Skills: *Due to their coloration, blasphemous terror hippocampuses have a +4 racial bonus on Hide checks when submerged. A hippocampus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

This strange creature appears to be half-horse and halffish. The front half resembles a broken and bruised stallion with a unkempt mane and long, twisted legs ending in wide fins rather than hooves. The hindquarters are that of a great diseased fish.


A blasphemous terror hippocampus is often called a profane merhorse, for it is indeed an evil half-horse/halffish creature of the sea. Its body is covered with patches of fine scales that in the fore parts and large cracked scales elsewhere.

The blasphemous terror hippocampus’ scales vary in color from dull ivory to deep green-black, with shades of grey and brown. Aquatic races have tried and failed to tame these animals. Blasphemous terror hippocampus are about 8 feet long and weigh about 600 pounds. Hippocampi speak Aquan.

Some speak Common and Abyssal.

In Your Game

A contingent of the aquatic elves’ royal house was sent on a diplomatic mission to the Kingdom of Delairm to sign the final treaty that would bring peace to the region. The contingent never arrived having been killed by a blasphemous terror hippocampus en route. Without proof but still harboring suspicion against the air breathers, the aquatic elves now prepare for war. Can the party prevent the war or will they become drafted into the conflict?

Sailors tell tales of a horrible beast – part horse, part fish but hideous beyond measure. It has been harassing fishing boats and destroying lobster cages. They have seen hippocampi before but they are never known to behave in such a destructive manner. The fisherman’s guild is looking for people with the skills to assess the hippocampus problem and find a workable solution before this year’s crab season is ruined.

All entries on this wiki are published under the Open Game Licence Version 1.0a. See individual entries for copy of the license and declaration of Open Game Content.