Giant Sea Horse Large Beast, Unaligned
- Armor Class
- 13 (natural armor)
- Hit Points
- 16 (3d10)
- Speed
- 0 ft., Swim 40 ft.
| STR | DEX | CON | INT | WIS | CHA | |
|---|---|---|---|---|---|---|
| SCORE | 12 | 15 | 11 | 2 | 12 | 5 |
| MOD | +1 | +2 | +0 | -4 | +1 | -3 |
| SAVE | +1 | +2 | +0 | -4 | +1 | -3 |
- Senses
- Passive Perception 11
- Languages
- -
- CR
- 1/2 (XP 100)
Traits
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, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts.