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Sea Horseby Jamie Baty
X7 29, DMR2 90
Large Animal (Aquatic)
Hit Dice: 2d8+4 (13 hp)
Initiative: +1 (+1 Dex)
Speed: swim 70 ft. (14 squares)
Armour Class: 12 (-1 size, +1 Dex, +2 natural), touch 10, flat-footed 11
Base Attack/Grapple: +1/+8
Attack: Head butt +3 melee (1d8 +3)
Full Attack: Head butt +3 melee (1d8 +3)
Space/Reach: 10 ft. /5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +3, Swim +11
Feats: Endurance, Run (B)
Environment: Any aquatic
Organisation: Solitary, or Ride (5-20)
Challenge Rating: 1/2
Alignment: Always neutral
Advancement: 3-4 HD (Large)
Level Adjustment: -
A sea horse is 15 feet long and has a head similar to that of a horse. These creatures are the favourite steeds of mermen and tritons.
Sea horses are known to come in a variety of colourations. Mermen tend to prefer the sea horses with colourations comparable to land horses, while tritons like ocean-coloured varieties in greens, blues, and purples.
Wild sea horses are shy creatures and will not attack unless provoked. They attack with a head butt. Sea horses used by the sea peoples are often trained to be war mounts. They typically are larger and stronger than their wild brethren, and are comparable in temperament to land-based heavy warhorses.
Scent (Ex): This special quality allows a sea horse to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Skills: A sea horse gains a +8 racial bonus to any swim check. It may always take 10 on a swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Carrying Capacity: A sea horse can carry 228lbs as a light load, 229 to 459lbs as a medium load and 460 to 690lbs as a heavy load.