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Water Horse

Size
Medium
Type
Fey
Challenge Rating
4
Source
Creature Codex
Alignment
Neutral-Evil
Armor Class
12
Speeds
30
Walking Speed
30
Strength Score
16
Dexterity Score
14
Constitution Score
13
Intelligence Score
10
Wisdom Score
12
Charisma Score
15
Skill Proficiencies
Deception, Persuasion
Vision
Darkvision (60ft)
Languages Ref
Common, Sylvan
Hit Points
77
Languages
Aethyrian Common, Sylvan

Medium fey (shapechanger), neutral evil


Armor Class 12 (in humanoid form, 14 (natural armor) in horse or hybrid form)

Hit Points 77 (14d8+14)

Speed 30 ft.


STR
16 (+3)
DEX
14 (+2)
CON
13 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
15 (+2)

Skills Deception +4, Persuasion +4

Senses darkvision 60 ft., passive Perception 11

Languages Common, Sylvan

Challenge 4 (1,100 XP)

Amphibious. The water horse can breathe air and water.

Shapechanger. The water horse can use its action to polymorph into a Medium humanoid, a horse, or its true horse-humanoid hybrid form. Its statistics, other than its size, speed, and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Actions

Multiattack. The water horse can use its Charming Gaze. In horse form, it then makes two bite attacks. In humanoid form, it then makes two longsword attacks. In hybrid form, it then makes two attacks: one with its bite and one with its longsword.

Bite (Hybrid or Horse Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Longsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Charming Gaze. The water horse targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 Charisma saving throw or be charmed for 1 minute. While charmed, the target is incapacitated and can only move toward the water horse. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The target has advantage on the saving throw if it has taken damage since the end of its last turn. If the target successfully saves or if the effect ends for it, the target is immune to this water horse's Charming Gaze for the next 24 hours.

Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.