Combat Statistics
CR 0.5
Challenge Rating
0 XP
13
Armor Class
16
Hit Points
(3d10)
Speed: {"walk":0,"swim":40} ft.
Strength
12
(+1)
Dexterity
15
(+2)
hit points, healing, and concentration saves." data-tooltip-category="ability_score" title="Measures health, stamina, and vital force. Affects hit points, healing, and concentration saves.">Constitution
11
(+0)
Intelligence
2
(-4)
Wisdom
12
(+1)
Charisma
5
(-3)
Damage Resistances: []
Damage Immunities: []
Condition Immunities: []
Senses:
Passive Perception 11 ft.
passive Perception 11
Languages: []
Proficiency Bonus: +2
Special Abilities
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.