Hiding Sea Horse

Small beast, unaligned

Armor Class 12
Hit Points 14 (4d6)
Speed 0 ft., swim 20 ft.

10 (+0) 14 (+2) 10 (+0) 1 (-5) 10 (+0) 2 (-4)

Senses blindsight 30 ft., passive Perception 10
Challenge ¼ (50 XP)
Proficiency Bonus +2


  • Underwater Camouflage. The hiding sea horse has advantage on Dexterity (Stealth) checks made while underwater.
  • Water Breathing. The hiding sea horse can breathe only underwater.


  • Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
  • Tail Grasp. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. The target is grappled (escape DC 10) if it is a Small or smaller creature. Until this grapple ends, the target is restrained, and the hiding sea horse can’t use its tail on another target.


  • Ink Cloud (Recharges after a Short or Long Rest). If a hiding sea horse takes damage, it can use a reaction to create a cloud of ink in a 5-foot radius that extends all around it if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the hiding sea horse can use the Dash action as a bonus action without provoking opportunity attacks.


A hiding sea horse is a shy, skittish creature that tends to swarm together in herds for additional protection. Its dark blue skin makes it challenging to spot underwater, but even more so amidst the ice of the arctic regions it sometimes calls home. A hiding sea horse assumes unfamiliar creatures are threats and will first attempt to flee or hide before attacking if there appears to be no escape. Hiding sea horses have an uncanny ability to detect youth in other creatures and have been known to play peekaboo with merfolk children.

Section 15: Copyright Notice

Affinity Torus Copyright 2022 Dias Ex Machina Author Chris Dias

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