Giant Sea Horse
Large beast, unaligned
Armour Class: 13 (natural armour)
Hit Points: 16 (3d10)
Speed: 0 ft., swim 40 ft.
STR | DEX | CON |
12 (+1) | 15 (+2) | 11 (+0) |
INT | WIS | CHA |
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.