AC
14
Initiative
+1 (11)
HP
16
(3d10)
Speed
5 ft., swim 40 ft.
Mod | Save | ||
---|---|---|---|
STR | 15 | +2 | +2 |
DEX | 12 | +1 | +1 |
CON | 11 | +0 | +0 |
Mod | Save | ||
---|---|---|---|
INT | 2 | -4 | -4 |
WIS | 12 | +1 | +1 |
CHA | 5 | -3 | -3 |
Senses
Passive Perception 11
Languages
--
CR
1/2 (XP 100; PB +2)
Traits
Water Breathing. The seahorse can breathe only underwater.
Actions
Ram. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Bludgeoning damage, or 11 (2d8 + 2) Bludgeoning damage if the seahorse moved 20+ feet straight toward the target immediately before the hit.
Bonus Actions
Bubble Dash. While underwater, the seahorse moves up to half its Swim Speed without provoking Opportunity Attacks.
That ram can do a lot of damage and even KO a level one player.
Why give it a land speed if it can only 'breathe' underwater? Seahorses aren't mammals (at least in real life) and only have gills and a swim bladder, not lungs, so they can't 'hold their breath'...
So that is has a way to flop around pathetically on land in order to get back to the water.
Also the rules for holding your breath does not really care about the creatures real biology it only states that "A creature can hold its breath for a number of minutes equal to 1 plus its Constitution modifier (minimum of 30 seconds) before suffocation begins." after which you get exhaustion for each round the creature does not gain air, or in the seahorses case water.