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Hippolyta

Challenge
Tags
Terrain
str
16
dex
18
con
12
int
12
wis
13
cha
14

AC 19 (padded leather, heavy shield, fighting style)
HP 165 (30d8+30; bloodied 82)
Speed 40 ft.


Proficiency +4; Maneuver DC 16
Saving Throws Str +7, Dex +8
Skills Animal Handling +5, Athletics +7, History +5, Insight +5, Persuasion +6
Senses passive Perception 11
Languages Greek, Themysceran


Action Surge (1/ short rest ). Once on her turn, Hippolyta can take an additional action on top of her regular action and a possible bonus action.

Colossus Slayer (1/turn). When Hippolyta hits a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum.

Favored Enemy: Beasts. Hippolyta has advantage on Wisdom (Survival) checks to track beasts, as well as on Intelligence checks to recall information about them.

Indomitable (2/ long rest ). Hippolyta can reroll a saving throw that she fails but must use the new roll.

Remarkable Athlete. Hippolyta adds +2 to any Strength, Dexterity, or Constitution check she makes that doesn’t already use her proficiency bonus. In addition, when she makes a running long jump, the distance she can cover increases by 3 feet.

Spellcasting . Hippolyta is a 4th level spellcaster that uses Wisdom as her spellcasting ability. She has the following spells prepared from the ranger’s spell list:
1st-level (3 slots): animal friendship , longstrider

Superior Critical. Hippolyta’s weapon attacks score a critical hit on a roll of 18–20.


SPECIAL TRAITS

Athletic. Hippolyta can stand up from being prone with only 5 feet of her movement, climbing doesn’t cost her extra movement, and she only has to move 5 feet before making a running long jump or running high jump.

Master of the Shield. While she has her shield, Hippolyta adds +2 to Dexterity saving throws against spells or other harmful effects that only target her and she can use a bonus action to use it to shove a creature within 5 feet when she takes the Attack action.

Mobility. Hippolyta can Dash through difficult terrain without requiring additional movement. Whenever she makes an attack against a creature, she doesn’t provoke opportunity attacks from that creature until the end of her turn.

Mounted Combat. When Hippolyta’s mount is attacked, she can make herself the target of that attack. In addition, she has advantage on melee attack rolls when her target is an unmounted creature smaller than her mount (usually any unmounted target of Medium size or smaller). Finally, when Hippolyta’s mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Soldier Tactics. A creature hit by Hippolyta’s opportunity attack reduces its Speed to 0 until the beginning of the next round and disengaging from Hippolyta still provokes opportunity attacks.

Superb Aim. Hippolyta ignores half cover and three-quarters cover when making a ranged weapon attack, and she doesn’t have disadvantage when attacking at long range. When Hippolyta makes her first ranged weapon attack in a turn, she can choose to take a –5 penalty to her ranged weapon attack rolls in exchange for a +10 bonus to ranged weapon damage.


ACTIONS

Extra Attack. Hippolyta attacks three times when she takes the Attack action.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage, or 8 (1d10+3) slashing damage if wielded in two hands.

Shortbow. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 7 (1d6+4) piercing damage.


BONUS ACTIONS

Second Wind (1/ short rest ). On her turn, Hippolyta can use a bonus action to regain 1d10+15 hit points.


REACTIONS

Make Opportunity. Hippolyta can use her reaction to make a melee weapon attack against a creature within 5 feet when it makes an attack against a target other than Hippolyta.

Shield Cover. Hippolyta can reflexively protect her body with her shield. When she is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Hippolyta can use her reaction to take no damage if she succeeds on the saving throw.

Description

We return to Ancient Greece and a queen of the Amazons who plays a part in not just the tales of Theseus but Hercules as well. We’re talking about Hippolyta, daughter of Ares, the god of war.

Hippolyta changes from storyteller to storyteller and tale to tale. The start of her encounter with Hercules at least is fairly consistent. The girdle of Ares, which she wore, was the object of his ninth labor. Admete, the daughter of the king of Tiryns, wanted the girdle. After some adventuring Hercules and his crew sailed to Themiscyra, and while Hercules was putting the charm on the Amazon queen, the goddess Hera set about spreading rumors that he had kidnapped her. The situation escalated into a full-fledged battle and in the chaos Hercules slew Hippolyta, took the girdle and then quickly left the island.

Then we get to the Theseus business. Was he on the same expedition as Hercules? Was it earlier or later? Did Hercules interact with Hippolyta at all? Did the two of them strike a romance so intense that she left her people for him? It really depends on who’s telling the tale. Generally it’s agreed that afterward she’s taken to Athens and marries Theseus, sparking off the Attic War—or perhaps not! Maybe he ditched her for Phaedra, inspiring the Amazons to crash the wedding, and that’s where Hippolyta dies in this story. But who slew her? Theseus? Or was he fighting back-to-back with her when another Amazon named Molpadia struck a killing blow, or even her sister Penthesilea? Or maybe it was another Amazon entirely or she doesn’t die at all and instead has a son with Theseus named Hippolytus. The story of Hippolyta is filled with mystery.

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.