Init: +2. Senses: low-light vision; Perception +11. Ac: 15, touch 11, flat-footed 13 (+4 armor, +2 Dex, –1 size).
Hp: 30 (4d8+12).
Fortitude: +7. Reflex: +6. Will: +2. Defensive Abilities: anchor.
Speed: swim 30 ft.. Melee: slam +7 (1d6+7). Space: 10 ft.. Reach: 5 ft.. Strength: 20. Dexterity: 14. Constitution: 17. Intelligence: 1. Wisdom: 12. Charisma: 7.
Base Attack: +3. Cmb: +9. Cmd: 21.
Feats: Endurance, Skill Focus (Perception).
Skills: Perception +11, Swim +13.
Environment: any oceans. Organization: solitary, pair, or school (3–20). Treasure: none.
Description: This sea creature resembles a cross between fish and horse; it has small fins on its flanks and a gracefully curled tail.
Special Abilities
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.