Armor Class
13
(natural armor)
Hit Points
16
(3d10)
Speed
0 ft., swim 40 ft.
STR
12
(+1)
DEX
15
(+2)
CON
11
(+0)
INT
2
(-4)
WIS
12
(+1)
CHA
5
(-3)
Senses
Passive Perception 11
Languages
--
Challenge
1/2 (100 XP)
Proficiency Bonus
+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.
Description
Like their smaller kin, giant sea horses are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts.
How does one get knocked prone in water?
Rewrite this into: Creature is knocked into a backfloat?
Instead of floating in line with everyone you are disoriented. Still takes half your movement to right yourself and since you are preoccupied melee still has advantage. Since you are fumbling around range would still have disadvantage
lol