Swarm of Poisonous Sea Horses

Medium swarm of Tiny beasts, unaligned

Armor Class 11
Hit Points 26 (4d8 + 8)
Speed 0 ft., swim 20 ft.

6 (-2) 12 (+1) 14 (+2) 1 (-5) 10 (+0) 2 (-4)

Damage Resistances bludgeoning, piercing, poison, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses passive Perception 10
Challenge 1 (200 XP)
Proficiency Bonus +2


  • Poison Acclimation. The swarm has advantage on saving throws against poison.
  • Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny sea horse. The swarm can’t regain hit points or gain temporary hit points.
  • Water Breathing. The swarm can breathe only underwater.


  • Ram. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm’s space. Hit: 11 (4d4 + 1) bludgeoning damage, or 6 (2d4 + 1) bludgeoning damage if the swarm has half of its hit points or fewer.
  • Poison Growl (Recharge 4-6). The swarm makes a growl exhaling poisonous liquid in a 15-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A creature poisoned in this way takes 14 (4d6) poison damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


A poisonous sea horse usually makes its home with a herd amidst kelp and seaweed. The red skin of the poisonous sea horse makes it harder for it to hide in open water, but it uses its poison to deter would-be predators. Although bolder than other sea horse species, the poisonous sea horse is only aggressive when it needs to be. The poison of this sea horse is sought after by those who would make it into a deadly tincture.

Section 15: Copyright Notice

Affinity Torus Copyright 2022 Dias Ex Machina Author Chris Dias

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