STR
12
(1)
DEX
15
(2)
CON
11
(0)
INT
2
(-4)
WIS
12
(1)
CHA
5
(-3)
Saving Throws:
—
Skills:
—
Damage Vulnerabilities:
—
Damage Resistances:
—
Damage Immunities:
—
Condition Immunities:
—
Languages: -
Proficiency Bonus: 2
Traits:
-
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.