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Warhorse

Large Beast, unaligned

CR 1/2

100 XP

AC: 11
HP: 19 (3d10+3)
Speed: walk 60 ft.
Senses: passive Perception 11
Languages:
STR
18
+4
DEX
12
+1
CON
13
+1
INT
2
-4
WIS
12
+1
CHA
7
-2

Special Abilities

Trampling Charge

If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Actions

Hooves

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Quick Reference

Challenge: CR 1/2
Type: Beast
Size: Large
Alignment: unaligned
Best for a party of 4 at level 1-3

Running This Encounter

Warhorses are ideal for mounted combat encounters and work best when ridden by knights, cavalry, or other warriors. Their primary value lies in providing mobility and tactical positioning rather than raw damage output. Use terrain strategically—open fields favor their speed, while narrow dungeons or dense forests limit their effectiveness. Consider environmental hazards like caltrops or difficult terrain to create dynamic combat situations.

Combat Tactics

A warhorse prioritizes protecting its rider and using its mobility to flank enemies or reposition. It will use its hooves to attack enemies within reach but focuses on movement and tactical positioning over sustained melee combat. If its rider is knocked prone or removed from combat, the warhorse will attempt to flee or defend its rider depending on training and temperament.

Environment & Setting

Warhorses excel in open plains, grasslands, farmland, and wilderness roads where their speed advantage is maximized. They can function in courtyard or tournament grounds but become less effective in dungeons, dense forests, or mountainous terrain with difficult footing.