Giant HippocampusCreature 8
Source Pathfinder Bestiary 2
Perception +16 (darkvision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +14, Athletics +20
Str +6, Dex +4, Con +7, Int -4, Wis +4, Cha +1
AC 27; Fort +18; Reflex +16; Will +14;
HP 170
Speed 10 feet (swim 80 feet)
Tail +18 (+13, +8) to hit (reach 15) 2d6+10 Bludgeoning
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
ScentScent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
BuckDC 28
Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.
Trigger A creature Mounts or uses the Command an Animal action while riding the monster.
Effect The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land Prone. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall.
Sudden RetreatThe giant hippocampus makes a tail Strike, then Swims with a +10-foot circumstance bonus to its swim Speed. It gains a +2 circumstance bonus to AC against reactions triggered by this movement.
Living in the deepest reaches of the ocean, giant hippocampi haven't been sighted near the shore and are often regarded as legends made up by sailors.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.