Giant Sea Horse CR 1/2 Large beast

"Know thy enemy. Then roll initiative anyway."

πŸ‰ Bestiary β€Ί Beasts

Large beast, unaligned

Armor Class 13 (natural armor) Hit Points 16 (3d10) Speed 0 ft., swim 40 ft.
STR 12 (+1)
DEX 15 (+2)
CON 11 (+0)
INT 2 (βˆ’4)
WIS 12 (+1)
CHA 5 (βˆ’3)

Senses passive Perception 11

Languages β€”

Challenge 1/2 (100 XP)   Proficiency Bonus +2

Traits

Charge. If the sea horse moves at least 20 ft. 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. If 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.

Where to meet one

The encounter builder rolls the giant sea horse for fights in 🌊 at sea.

More beasts

Every beast in the Bestiary β†’

This page includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, available at dnd.wizards.com. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License. The Beholder's Gazette is not approved, endorsed, or affiliated with Wizards of the Coast.