Sea Horse, Giant

Source: System Reference Document 5.0
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Sea Horse, Giant

Large beast, unaligned


Armor Class 13 (natural armor )

Hit Points 16 (3d10+15)

Speed 0 ft., swim 40 ft.


STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 11 (+0) 2 (-4) 12 (+1) 5 (-3)

Senses passive Perception 10

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.

Source: Pathfinder Roleplaying Game Bestiary.

Giant seahorses are bear-sized versions of the common, harmless seahorse. Naturally docile and skittish, seahorses are easily trained to be mounts but are difficult to train for combat. They provide a smoother but slower ride than sharks or hippocampi.

A giant seahorse is considered a quadruped for the purpose of carrying capacity. A light load for a giant seahorse is up to 500 pounds, a medium load is 1,000 pounds, and a heavy load is 1,600 pounds. It can drag 8,000 pounds.