Giant Sea Horse

The giant Sea Horse is a Large beast of challenge rating 1/2 in the fifth-edition System Reference Document. SRD 5.2.1 calls it the Giant Seahorse.

SRD 5.1 (2014)

Giant Sea Horse

Size and type
Large beast
Challenge
1/2 (100 XP)
Armour class
13
Hit points
16 (3d10)
Speed
0 ft, swim 40 ft
Senses
passive perception 11
STR12+1
DEX15+2
CON11+0
INT2-4
WIS12+1
CHA5-3

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.

Page 378.

SRD 5.2.1 (2024)

Giant Seahorse

Size and type
Large beast
Challenge
1/2 (100 XP)
Armour class
14
Hit points
16 (3d10)
Speed
5 ft, swim 40 ft
Senses
passive perception 11
STR15+2
DEX12+1
CON11+0
INT2-4
WIS12+1
CHA5-3

Water Breathing. The seahorse can breathe only underwater.

Actions

Ram. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Bludgeoning damage, or 11 (2d8 + 2) Bludgeoning damage if the seahorse moved 20+ feet straight toward the target immediately before the hit.

Bonus Actions

Bubble Dash. While underwater, the seahorse moves up to half its Swim Speed without provoking Opportunity Attacks.

Page 353.

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Fight a giant sea horse in Kith Moot