Free interactive D&D 5e SRD stat block

Giant Seahorse

Large Beast, CR 1/2, AC 14, 16 HP. Unaligned.

A giant armored seahorse drifting through a sunlit coral reef.
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Large Beast, Unaligned

AC
14
Initiative
+1 (11)
HP
16 (3d10)
Speed
5 ft., Swim 40 ft.
ScoreModSave
STR 15 +2 +2
DEX 12 +1 +1
CON 11 +0 +0
INT 2 -4 -4
WIS 12 +1 +1
CHA 5 -3 -3
Senses
Passive Perception 11
Languages
None
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.

How to run Giant Seahorse

A giant seahorse is an underwater mount and transport. It has CR 1/2, 16 HP, AC 14, a Ram attack at +4 for 2d6+2 bludgeoning (or 2d8+2 if charging), and a Bubble Dash bonus action that moves up to 20 feet without provoking opportunity attacks. The key is 40 feet of swim speed, which moves a mounted rider three times faster than swimming unassisted.

Use the seahorse for travel scenes. The party rides a herd across a sunken city, between reef islands, or down to a shipwreck. The scene is the journey, not combat. A single seahorse carries one Medium rider with a free hand for weapons or spellcasting.

Out of water, the seahorse is fragile. Walk speed 5 feet, no attack, Intelligence 2. On land, it's a rescue mission waiting to happen. In water, it holds position while the rider fights, can flee at 40 feet of swim speed, and tolerates a rider's repeated commands like a horse tolerates its mount. Beasts at Intelligence 2 don't understand tactics, so treat the seahorse as patient and obedient but also skittish.

If combat happens in deep water, keep the seahorse away. 16 HP means a single hostile hit kills it. Have the seahorse Disengage and swim toward kelp or the surface. A dead mount in deep water creates a new problem for the party that isn't fun. Give the seahorse a name before the session. The party bonds with the one that nips at the bard within ten minutes.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block, attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills, to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
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