Sea Horses

Sea horses are common to the waters around Azgaarnoth, and "flocks" of both normal- and giant-sized sea horses can often be spotted from ships as they pass through the Deepwaters.

Jump to: Sea Horse | Giant Sea Horse


Sea Horse

The normal-sized sea horse is generally too small to be of any interest (or bother) to anything larger than a goldfish. It has no effective attacks or actions.

Environment

(FIXME)

Token

Sea Horse

Tiny beast, unaligned


  • Armor Class 11
  • Hit Points 1 (1d4 − 1)
  • Speed 0 ft., swim 20 ft.

STR DEX CON INT WIS CHA
1 (-5) 12 (+1) 8 (-1) 1 (-5) 10 (+0) 2 (-4)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities
  • Skills
  • Senses passive Perception 10
  • Languages
  • Challenge 0

Water Breathing. The sea horse can breathe only underwater.

Actions


Giant Sea Horse

Like their smaller kin, giant sea horses are shy, colorful fish with elongated bodies and curled tails. Sea elves and tritons often train them as mounts, particularly for aquatic paladins.

Environment

(FIXME)

Token

Giant Sea Horse

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 16 (3d10)
  • Speed 0 ft., swim 40 ft.

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

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities
  • Skills
  • Senses passive Perception 11
  • Languages
  • Challenge 1/2

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.