Giant Sea Horse

Large beast, unaligned

Armour Class: 13 (natural armour)
Hit Points: 16 (3d10)
Speed: 0 ft., swim 40 ft.

STRDEXCON
12 (+1)15 (+2)11 (+0)
INTWISCHA
2 (−4)12 (+1)5 (−3)

Senses: passive Perception 11
Languages:
Challenge: 1/2 (100 XP)


Abilities

Charge – If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Water Breathing – The sea horse can breathe only underwater.


Actions

Ram – Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.


Like their smaller kin, giant sea horses are shy, colourful fish with elongated bodies and curled tails. Aquatic elves train them as mounts.