Giant Sea Horse

Large beast, unaligned

Armor Class 13 (natural armor)
Hit Points 16 (3d10)
Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 11 (+0) 2 (-4) 12 (+1) 5 (-3)

Senses passive Perception 11
Languages
Challenge ½ (100 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • 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. 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.

ABOUT

There are plenty of sea horses in the sea. GMs should feel free to create additional sea horses and swarms to add to those that the patchwork sea horse can summon or to populate the oceans of the campaign.

The sea horse and giant sea horse appear in the official fifth edition rules, but they are presented here for ease of reference as well as a bonus swarm.

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Affinity Torus Copyright 2022 Dias Ex Machina Author Chris Dias

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