Like their smaller kin, giant sea horses are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as
Mounts.
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.
Ram:
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.