Giant Sea Horse

Large Beast, Unaligned


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, Standard) or 10 (+0, Awakened)
WIS
12 (+1)
CHA
5 (-3)

Senses passive Perception 11
Languages None (Standard) or One Language The Caster Knows (Awakened)
Challenge Rating 1/2 (100 xp)

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. 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.

Newfound Intelligence:Awakening this Pet means that they are no longer a Tamed Beast and must be taken as a Sidekick. This requires the character to have the Awaken spell, either by asking a fellow party member to cast it or by getting the spell naturally like Druids do, and requires the upfront cost of the spell to be paid first, A 1000 Gold Piece Agate, in addition to the normal costs of a Sidekick.

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.

This attack is only usable if the sea horse moves at least 20 feet straight toward a target. (Charge has been applied to this attack.) Charged Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (3d6+1) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.