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Warhorse Skeleton

Large Undead, lawful evil

CR 1/2

100 XP

AC: 13 (barding scraps)
HP: 22 (3d10+6)
Speed: walk 60 ft.
Senses: darkvision 60 ft., passive Perception 9
Languages:
STR
18
+4
DEX
12
+1
CON
15
+2
INT
2
-4
WIS
8
-1
CHA
5
-3

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: Undead
Size: Large
Alignment: lawful evil
Best for a party of 4 at level 2-3

Running This Encounter

The Warhorse Skeleton is a swift, mobile threat that excels at hit-and-run tactics and controlling battlefield space. Its high speed of 60 feet makes it excellent for harrying ranged characters, closing distances, or cutting off retreat routes. Use its mobility to separate party members or protect weaker undead allies. The skeleton's relatively low HP (22) means it can be burst down quickly, so consider fielding multiple skeletons or pairing it with a necromancer controller to make encounters challenging.

Combat Tactics

The Warhorse Skeleton charges headlong into combat, using its 60-foot speed to reach enemies quickly and make melee attacks with its hooves. It prioritizes mobile targets and attempts to trample or isolate weaker party members from the group. Once engaged, it continues attacking the nearest threat but may be directed by an undead commander (such as a Skeleton or Zombie) to focus fire on priority targets.

Environment & Setting

This encounter works best on open battlefields, grassy plains, ruins with wide corridors, or undead-infested graveyards where the skeleton can fully utilize its superior speed. Avoid heavily enclosed spaces that restrict movement, as this negates the skeleton's primary tactical advantage.