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Seahorse, Giant 2014

CR 1/2 beast

Large beast, chaotic evil


Armor Class
13 (natural armor)
Hit Points
25
Speed
swim 40 ft.

STR12 (+1)
DEX14 (+2)
CON10 (+0)
INT2 (-4)
WIS12 (+1)
CHA4 (-3)

Saving Throws
Strength +1, Dexterity +2, Constitution +0, Intelligence -4, Wisdom +1, Charisma -3
Skills
Senses
passive Perception 11
Languages
-
Challenge
1/2 (100 XP) · Proficiency Bonus +2

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 (Kobold Press) · License: Creative Commons Attribution 4.0 details