Giant Seahorse

CR 1/2
Large Beast
Armor Class 13 (natural armor)
Hit Points 25
Speed 0 ft., swim 40 ft.
Perception 11 Stealth 14

Senses
Languages


STR DEX CON INT WIS CHA
+1 +2 +0 -4 +1 -3

Charge. If the seahorse 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 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 STR save or be knocked prone.

Underwater Camouflage. The seahorse’s Stealth is 19 while underwater.

Water Breathing. The seahorse can breathe only underwater.

Actions

Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.

Bonus Actions

Grasping Tail. The seahorse grabs one Medium or smaller creature within 10 feet of it. The target must succeed on a DC 12 STR save or be grappled (escape DC 12). Until this grapple ends, the target is restrained, and the seahorse can’t use Grasping Tail on another creature.

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