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 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.
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 bludgeoning damage.
Like their smaller kin, giant sea horses are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts.