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Giant Sea Horse

Large Beast, unaligned

CR 1/2

100 XP

AC: 13 (natural armor)
HP: 16 (3d10)
Speed: , swim 40 ft.
Senses: passive Perception 11
Languages:
STR
12
+1
DEX
15
+2
CON
11
+0
INT
2
-4
WIS
12
+1
CHA
5
-3

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.

Quick Reference

Challenge: CR 1/2
Type: Beast
Size: Large
Alignment: unaligned
Best for party of 4 at level 1-3

Running This Encounter

Giant Sea Horses are peaceful creatures that typically flee combat rather than engage. Use them as mounts for aquatic humanoids, environmental obstacles in underwater passages, or as creatures the party must protect or calm. They can be spooked by sudden loud noises or aggressive behavior, potentially throwing riders or creating chaotic battlefield situations. Consider having them flee after taking damage unless their rider compels them to stay.

Combat Tactics

Giant Sea Horses prioritize escape over combat, using their 30 ft. swim speed to retreat from threats. If forced to fight, they rely on their bite attack but lack tactical sophistication, making them poor combatants compared to trained war beasts.

Environment & Setting

Ideal in coastal regions, shallow seas, coral reefs, or underwater caves where they can be encountered as wild creatures or mounts. They inhabit areas with kelp forests, seagrass beds, or sandy bottoms that provide shelter and food sources.