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Large beast · CR 1/2

Giant Sea Horse

Armor Class13
Hit Points16 (3d10)
Speed0 ft., swim 40 ft.
ChallengeCR 1/2 (100 XP)
STR
12
(+1)
DEX
15
(+2)
CON
11
(+0)
INT
2
(-4)
WIS
12
(+1)
CHA
5
(-3)
Sensespassive Perception 11
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.

Running Giant Sea Horse in an encounter

As a CR 1/2 threat worth 100 XP, Giant Sea Horse is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 1/2 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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