Misc. Creature, Giant Sea Horse
- Size
- Large
- Type
- Beast
- Alignment
- Unaligned
- Armor Class
- 13
- Speeds
- swim 40
- Strength Score
- 12
- Dexterity Score
- 15
- Constitution Score
- 11
- Intelligence Score
- 2
- Wisdom Score
- 12
- Charisma Score
- 5
- Vision
- Normal
- Languages Ref
- None
- Hit Points
- 16
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 ft. 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. If 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.
Description
Like their smaller kin, giant sea horses are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts.
Stat block from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. It is not Geminaea material. See Legal.