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Mule

Medium Beast, unaligned

CR 1/8

25 XP

AC: 10
HP: 11 (2d8+2)
Speed: walk 40 ft.
Senses: passive Perception 10
Languages:
STR
14
+2
DEX
10
+0
CON
13
+1
INT
2
-4
WIS
10
+0
CHA
5
-3

Special Abilities

Beast of Burden

The mule is considered to be a Large animal for the purpose of determining its carrying capacity.

Sure-Footed

The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Hooves

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Quick Reference

Challenge: CR 1/8
Type: Beast
Size: Medium
Alignment: unaligned
Best for party of 4 at level 1-2

Running This Encounter

Mules are stubborn pack animals best used as environmental obstacles or minor threats in larger encounters. They can block passages, carry important cargo that creates objectives, or create chaotic situations when spooked. Use their low AC and HP to make them easily defeated if players choose combat, but encourage non-violent solutions like animal handling checks or creative problem-solving. They work well as complications in bandit camps, merchant caravans, or dungeon encounters where they add atmosphere rather than serious threat.

Combat Tactics

Mules will flee or hide if threatened, only attacking with kicks if cornered or protecting cargo. They use their movement to stay away from combat, potentially kicking at a single target if forced to fight. Their primary purpose is to create roleplay opportunities and environmental complications rather than serve as combat threats.

Environment & Setting

Ideal in trading posts, merchant caravans, mountain passes, dungeon stables, or bandit hideouts where pack animals are used for transport. Works well in rural villages or along roads where the party might encounter shepherds or traders moving goods.

Related Monsters