b'Giant Sea Horse \n'b'  Large   beast ,  unaligned  \n'b'  Armor Class  13 (natural armor) \n'b' Hit Points  16 (3d10) \n'b' 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'\n'b'  Senses  passive  Perception  11 \n'b' Languages  \xe2\x80\x94 \n'b' Challenge  \xc2\xbd (100 XP) \n'b' Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\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. If 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'\n'b' ACTIONS \n'b'\n'b'  Ram .  Melee Weapon Attack : +3 to hit, reach 5 ft., one target.  Hit : 4 (1d6 + 1) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' There are plenty of sea horses in the sea. GMs should feel free to create additional sea horses and swarms to add to those that the patchwork sea horse can summon or to populate the oceans of the campaign. \n'b' The sea horse and giant sea horse appear in the official fifth edition rules, but they are presented here for ease of reference as well as a bonus swarm.'