Giant Sea Horse icon: a sea horse
Icon by Delapouite, CC BY 3.0

Giant Sea Horse 5e stat block

Large beast, unaligned · CR 1/2 · 2024 version: Giant Seahorse

Armor Class
13 (natural armor)
Hit Points
16 (3d10)
Speed
0 ft., swim 40 ft.
Challenge
1/2 (100 XP)
Proficiency bonus
+2
STRDEXCONINTWISCHA
12 (+1)15 (+2)11 (+0)2 (-4)12 (+1)5 (-3)
Senses
passive Perception 11
Languages
—

Traits

Charge. If the sea horse moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning 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.

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

How many giant sea horses for a fight?

A giant sea horse is worth 100 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many giant sea horses fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.

Party levelLowModerateHigh
1st234
2nd468
3rd6912+
4th1012+12+

Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.

How the giant sea horse compares at CR 1/2

Against the 32 other challenge 1/2 monsters in the SRD 5.1, the giant sea horse has more hit points than 4 of them, which makes it one of the frailest at its CR. See every CR 1/2 monster.

StatisticGiant Sea HorseCR 1/2 average
Armor Class1312.4
Hit points1621
Best attack bonus+3+4

2024 stat block: Giant Seahorse

The 2024 Monster Manual revised the giant sea horse, and the SRD 5.2 carries the new stat block. What changed:

Armor Class
14
Hit Points
16 (3d10)
Speed
5 ft., swim 40 ft.
Challenge
1/2 (100 XP)
STRDEXCONINTWISCHA
15 (+2)12 (+1)11 (+0)2 (-4)12 (+1)5 (-3)
Senses
passive Perception 11
Languages
None

Traits

Water Breathing. The seahorse can breathe only underwater.

Actions

Ram. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Bludgeoning damage, or 11 (2d8 + 2) Bludgeoning damage if the seahorse moved 20+ feet straight toward the target immediately before the hit.

Bonus actions

Bubble Dash. While underwater, the seahorse moves up to half its Swim Speed without provoking Opportunity Attacks.

Similar monsters

Browse: all CR 1/2 monsters · beasts · every monster