Pearl Sea Horse
This figurine depicts an iridescent sea horse wearing a saddle.
Wondrous Item 4,200 gp
Power (Conjuration) Daily (Standard Action)
Use this figurine to conjure a Large majestic sea horse (see below for statistics). There must be a body of water adjacent to you for the sea horse to appear in; otherwise, the figurine cannot be activated. As a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value.
While riding the sea horse, you breathe water as if it were air and can speak normally underwater.
The sea horse can carry one Medium or Small character weighing no more than 300 pounds. If more than 300 pounds are placed on it, the creature disappears and cannot be conjured again until after an extended rest.
Pearl Sea Horse
Large natural animate (aquatic, mount)
Initiative as conjurer Senses Perception +4
HP 14; Bloodied 7
AC 17; Fortitude 17, Reflex 15, Will 13
Speed swim 10
Tail Slap (standard, at-will)
Reach 2; +10 vs AC; 2d8+4 damage.
Aquatic Charge (while mounted by a friendly rider of 9th level or higher; at-will) Mount
The sea horse’s rider deals an extra 1d10 damage when he or she attacks after the sea horse charges. While in water, the rider also gains a +2 bonus to attack rolls against creatures without a swim speed.
While in water, the sea horse gains a +2 bonus to attack rolls against creatures without a swim speed.
Alignment Unaligned Languages -
Str 18 (+8) Dex 15 (+6) Wis 10 (+4)
Con 20 (+9) Int 2 (0) Cha 9 (+3)
Description: When you activate a figurine, the conjured creature appears in a space adjacent to you, provided the space is large enough to contain the creature without squeezing. The creature obeys only you, responding to commands spoken in any language. The creature remains for up to 8 hours or until you use a minor action to dismiss it. The conjured creature acts on the same initiative count as you. Every action it takes costs you a minor action (which you use to issue commands), and a conjured creature cannot exceed its normal allotment of actions (a standard, a move, and a minor action) during its turn. If you spend no minor actions on your turn to command the creature, it remains where it is without taking any actions on its turn.
A conjured creature has hit points, defenses, and attacks as indicated in its statistics block. It has no healing surges and cannot be healed, though it can still benefit from temporary hit points. When reduced to 0 hit points or fewer, the conjured creature disappears and cannot be conjured again until after you’ve taken an extended rest. Conjured creatures lack basic attacks and therefore cannot make opportunity attacks.
Mount: If the conjured creature has the mount keyword, you can ride the creature and are considered to have the Mounted Combat feat while mounted on it. While mounted, you can command the creature using free actions, though the mount is still limited to its normal allotment of actions. You can choose to be mounted on the creature when it appears.
Published in Adventurer's Vault, page(s) 183.