The Thieves Guild
A Collection of D&D 5e Resources
PolymorphFamiliar Options

Giant Sea Horse

Giant Sea Horse

Large beast, unaligned
Armor Class 13
Hit Points 16 (3d10)
Speed 0 ft., swim 40 ft.
Str
12 (+1)
Dex
15 (+2)
Con
11 (0)
Int
2 (-4)
Wis
12 (+1)
Cha
5 (-3)
Senses Passive Perception 11
Languages
Challenge ½ (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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