Giant Sea Horse

Large beast, unaligned
Armor Class
13 (natural armor)
Hit Points
16 (3d10)
Speed
0 ft., swim 40 ft.
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 11 (+0)
  • INT 2 (−4)
  • WIS 12 (+1)
  • CHA 5 (−3)
Senses
passive Perception 11
Languages
Challenge
1/2 (100 XP)

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.