b'Animal, Sea Horse (Giant) \n'b'  Family:   Aquatic &amp; Fish  \n'b'  Large   beast ,  unaligned  \n'b'  Armor Class  13 (natural armor)  Hit Points  16 (3d10)  Speed  0 ft., swim 40 ft.\n'b' STATS STR: 12 (+1) DEX:  15 (+2)  CON:  11 (+0)  INT:  2 (-4)  WIS:  12 (+1)  CHA:  5 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Senses  passive Perception 11  Languages  \xe2\x80\x93  Challenge  1/2 (100 XP) \n'b' Special Traits \n'b'   Charge : If the sea horse moves at least 20 feet 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. It the target is a creature, it must succeed on a DC 11  Strength  saving throw or be knocked prone. \n'b'  Water Breathing : The sea horse can breathe only underwater. \n'b'  Actions \n'b'   Ram :  Melee Weapon Attack : +3 to hit, reach 5 ft., one target.  Hit : 4 (1d6 + 1) bludgeoning damage. \n'b'  About \n'b' Like their smaller kin,  giant sea horses  are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts.'