Giant Seahorse

CR: 3 XP: 800


N Large animal (aquatic)


Init: +2 Senses: low-light vision Perception: +11


Defense

AC: 15, touch 11, flat-footed 13 (+4 armor, +2 Dex, –1 size)


hp: 30 (4d8+12)


Fort: +7 Ref: +6 Will: +2


Defensive Abilities: anchor


Offense

Speed: swim 30 ft.


Melee: slam +7 (1d6+7)


Space: 10 ft. Reach: 5 ft.


Statistics

Str: 20 Dex: 14 Con: 17 Int: 1 Wis: 12 Cha: 7


Base Atk: +3 CMB: +9 CMD: 21


Feats: Endurance, Skill Focus (Perception)


Skills: Perception +11, Swim +13


Ecology

Environment: any oceans


Organization: solitary, pair, or school (3–20)


Treasure: none


Description

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.

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, Killer This elephant-sized sea creature resembles a horse crossed with a fish, with crazed whirling eyes.

Source: Pathfinder Roleplaying Game Bestiary 4