Seahorse, Giant
Large Beast
Armor Class 13 (natural armor)
Hit Points 25
Speed 0 ft., swim 40 ft.
- STR
- 12 (+1)
- DEX
- 14 (+2)
- CON
- 10 (+0)
- INT
- 2 (-4)
- WIS
- 12 (+1)
- CHA
- 4 (-3)
Senses -
Languages -
Challenge 1/2
Traits
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.






