All monsters

Giant Sea Horse

Large, beast, unaligned

CR 1/2AC 13HP 16 (3d10)

Speed swim 40 ft, walk 0 ft

str
12
(+1)
dex
15
(+2)
con
11
(+0)
int
2
(-4)
wis
12
(+1)
cha
5
(-3)

Senses passive_perception: 11

Traits

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.

Like their smaller kin, giant sea horses are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts.

From the 5.1 SRD distributed by Wizards of the Coast under CC-BY 4.0. Dungeon Diary is not affiliated with or endorsed by Wizards of the Coast.