Killer Seahorse

This elephant-sized sea creature resembles a horse crossed with a fish, with crazed whirling eyes.
 

Killer Seahorse (CR 5)

Huge Animal (Aquatic)
Alignment: Neutral
Initiative: +1
Senses: Low-Light Vision; Perception +13
  Speed: Swim 40 feet
Space: 15 feet
 

Defense

Armor Class: 17, touch 9, flat-footed 16 (+8 armor, +1 Dex, -2 size)
Hit Points: 63 (6d8+36)
Saving Throws: Fort +10, Ref +6, Will +3
anchor (see giant seahorse)
 

Offense

Melee: bite +10 (1d8+8 plus bleed), tail slap +5 (1d6+4 plus Grab)
Reach: 10 feet
  Special Attacks: Bleed 1d6, Constrict (1d6+8)
 

Statistics

StrDexConIntWisCha
26 (+8) 12 (+1) 21 (+5) 1 (-5) 12 (+1) 7 (-2)
Base Attack Bonus: +4
CMB +14
CMD 25
  Feats: Endurance, Skill Focus (Perception), Toughness
  Skills: Perception +13, Swim +16
  Languages:
 

Special Abilities

NONE
 

Ecology

Environment: Any Oceans
Organization: solitary, pair, or school (3-8)
Treasure: none

  These specially bred offshoots of the giant seahorse are used by aquatic creatures as guard animals. Vicious and territorial, they prefer larger prey and have been known to eat giant crabs and careless handlers. Killer seahorses are too unruly for use as mounts and only accept riders or baggage if magically controlled.
  Killer seahorses have been known to crush other creatures into a bloody pulp just before giving birth, ensuring a good meal for their newborns (called "fry"). A killer seahorse fry is the size of a human hand and is an aggressive swarm feeder, like a piranha.
  A light load for a killer seahorse is up to 2,500 pounds, a medium load is 4,900 pounds, and a heavy load is 7,400 pounds. A killer seahorse can drag 36,800 pounds.

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