Seahorse, Giant
This sea creature resembles a cross between fish and horse; it has small fins on its flanks and a gracefully curled tail.
Seahorse, Giant (CR 3)
Large Animal (Aquatic)Alignment: Neutral
Initiative: +2
Senses: Low-Light Vision; Perception +11
Speed: Swim 30 feet
Space: 10 feet
Defense
Armor Class: 15, touch 11, flat-footed 13 (+4 armor, +2 Dex, -1 size)Hit Points: 30 (4d8+12)
Saving Throws: Fort +7, Ref +6, Will +2
anchor
Offense
Melee: slam +7 (1d6+7)Reach: 5 feet
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
20 (+5) | 14 (+2) | 17 (+3) | 1 (-5) | 12 (+1) | 7 (-2) |
CMB +9
CMD 21
Feats: Endurance, Skill Focus (Perception)
Skills: Perception +11, Swim +13
Languages:
Special Abilities
Anchor (Ex)
As a move action, a seahorse can wrap its tail around a stationary object. The seahorse remains anchored to the object until it releases its grip (a free action) or is forcibly moved. An anchored seahorse gains a +4 bonus to its combat maneuver defense and on checks and saving throws against effects that would move it against its will.Ecology
Environment: Any OceansOrganization: solitary, pair, or school (3-20)
Treasure: none
Giant seahorses are bear-sized versions of the common, harmless seahorse. Naturally docile and skittish, seahorses are easily trained to be mounts but are difficult to train for combat. They provide a smoother but slower ride than sharks or hippocampi. A giant seahorse is considered a quadruped for the purpose of carrying capacity. A light load for a giant seahorse is up to 500 pounds, a medium load is 1,000 pounds, and a heavy load is 1,600 pounds. It can drag 8,000 pounds.
Seahorse Companions Starting Statistics: Size Large; Speed swim 30 ft.; AC +4 natural armor; Attack bite (1d4 Ability Scores Str 16, Dex 13, Con 15, Int 1, Wis 12, Cha 6; SQ low-light vision.
4th-Level Advancement: Attack bite (1d6 Ability Scores Str +2, Con +2; SQ anchor.