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

StrDexConIntWisCha
20 (+5) 14 (+2) 17 (+3) 1 (-5) 12 (+1) 7 (-2)
Base Attack Bonus: +3
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 Oceans
Organization: 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.