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 |
| Modifier |
+1 |
+2 |
+0 |
-4 |
+1 |
-3 |
| Saving Throw |
+1 |
+2 |
+0 |
-4 |
+1 |
-3 |
- Senses passive Perception 11
- Languages —
- Challenge 1/2 (100 XP)
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.