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Riding Horse

Large Beast, unaligned

CR 1/4

50 XP

AC: 10
HP: 13 (2d10+2)
Speed: walk 60 ft.
Senses: passive Perception 10
Languages:
STR
16
+3
DEX
10
+0
CON
12
+1
INT
2
-4
WIS
11
+0
CHA
7
-2

Actions

Hooves

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Quick Reference

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

Running This Encounter

Riding horses are typically non-combatants used for travel, but can be forced into combat if their riders are threatened or they're spooked. Use them to create dynamic encounters where horses panic, bolt, or buck riders off when taking damage. Remember they have low AC and HP, making them vulnerable targets—enemies might deliberately target them to dismount or incapacitate the party. Consider environmental hazards like difficult terrain that horses struggle with, adding tension beyond simple combat math.

Combat Tactics

Riding horses will attempt to flee or buck their riders if injured, using the Dash action to escape rather than fight. They have no special attacks beyond their hooves and will only defend themselves if cornered, making Athletics checks to buck riders (DC 10) when frightened.

Environment & Setting

Open plains, roads, and grasslands where mounted travel is common. Villages, farmlands, and caravan routes where horses can be encountered with merchants, knights, or bandits.