Seahorse, Giant

large Beast

Armor Class 13 (natural armor)

Hit Points 25

Speed swim +40, walk +0

Challenge 1/2

STR
12
+1
DEX
14
+2
CON
10
+0
INT
2
-4
WIS
12
+1
CHA
4
-3

Saving Throws cha -3, con +0, dex +2, int -4, str +1, wis +1

Senses -

Languages -

Special Abilities

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.

Source: Black Flag SRD · OGL/Open