Seahorse, Giant 2014
CR 1/2 beast
Large beast, chaotic evil
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.
The seahorse's Stealth is 19 while underwater.
The seahorse can breathe only underwater.
Actions
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) bludgeoning damage.
Bonus Actions
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 (Kobold Press) · License: Creative Commons Attribution 4.0 details