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.