Free interactive D&D 5e SRD stat block

Seahorse

Tiny Beast, CR 0, AC 12, 1 HP. Unaligned.

Tiny Beast, Unaligned

AC
12
Initiative
+1 (11)
HP
1 (1d4-1)
Speed
5 ft., Swim 20 ft.
ScoreModSave
STR 1 -5 -5
DEX 12 +1 +1
CON 8 -1 -1
INT 1 -5 -5
WIS 10 +0 +0
CHA 2 -4 -4
Skills
Perception +2 , Stealth +5
Senses
Passive Perception 12
Languages
None
CR
0 (XP 0; PB +2)

How to run Seahorse

A seahorse is set dressing with a stat block. CR 0, 1 HP, swim 20 ft., Stealth +5, no actions, no language. The reason it has a stat block at all is so a druid can Wild Shape into one or so a familiar can occupy a tide pool without breaking the rules. Use it that way and it earns the page.

The interesting use is reconnaissance. A druid Wild Shaped into a seahorse has Stealth +5 (which is real for a Tiny beast), passive Perception 12, and a swim speed of 20 ft. that lets it cling to kelp and watch what the sahuagin are doing without rolling for combat. Don't ask the player for combat tactics. Ask them what they want to learn and let the seahorse drift there. One contested Stealth check against the room's Perception, and either they get the scene or the seahorse gets eaten by the next thing larger than a seahorse, which is everything.

In actual combat, the seahorse does not survive. 1 HP is one bite from anything in the ocean, and the seahorse has no attacks anyway. If the party is using it as a familiar or scout and combat starts, the right call is to dismiss it or let it flee at swim 20 to the nearest cover. A clever player will use it as an alarm rather than a fighter. The seahorse sees the shark, swims back to the boat, the druid drops Wild Shape, the party knows. That's the entire combat utility.

Out of the water, the seahorse dies in a round. Walking speed 5 is also dying speed. If a player insists on bringing one to the surface in a glass jar as a pet, give them the moment, then the slow reveal that they will have to keep changing the water, and let them care for it as a low-stakes side project.

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.
  • Click a spell name for a quick reference card.
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