Giant Sea Horse
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) |
Saving Throws
Skills
Damage Resistances
Damage Immunities
Condition Immunities
Senses passive Perception 11
Languages —
Challenge 44928 (100 XP)
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. It 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.
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