Giant Sea Horse
- 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.