Large Beast, Unaligned
- AC
- 11
- Initiative
- +1 (11)
- HP
- 13 (2d10+2)
- Speed
- 60 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 13 | +1 | +1 |
| CON | 12 | +1 | +1 |
| INT | 2 | -4 | -4 |
| WIS | 11 | +0 | +0 |
| CHA | 7 | -2 | -2 |
How to run Riding Horse
A riding horse is the campaign's logistics layer in muscle form. The stat block does the work most GMs forget to lean on: 60 ft. of walking speed, Strength 16, and a 13-HP cushion that makes it durable enough to survive one ambush but fragile enough that the players have to actually care. Treat the horse as a named NPC with a personality, not a vehicle slot. The party will protect a horse with a name and let an unnamed horse die in the first crossbow volley.
A mounted PC moves at 60 ft. per round on the horse's turn (if it's a controlled mount) and can take the Disengage or Dash action with the mount. That doubles the party's overland pace and changes the geometry of a chase. The horse can carry a Medium PC plus 240 lb. of gear at base capacity, which is the difference between hauling out the dragon hoard and leaving half of it in the cave.
In combat the horse is not a weapon. AC 11, no listed actions in the SRD entry. A nervous horse will improvise a kick if cornered (around +5 to hit, 2d4+3 bludgeoning), but the right play is almost always to dismount before the fight. A panicked horse needs an Animal Handling check to control. A failed check at the wrong moment can carry a charging paladin past the enemy line and into a hedge.
The exit condition is rest and feed. Riding horses need 8 hours of rest in a 24-hour day or they take Exhaustion levels. The party will forget this until the second Exhaustion level, and that's the right time to let them.
Have the stable hand at the inn name the horse before the party does. The party then has to live with whatever the stable hand picked.
A hostile riding horse is not the headline threat, it's the complication. The framing options are a stampede, a cavalry charge where the rider has been pulled down and the horse is still moving, a stolen horse that bolts as the party tries to mount it, or a single panicked animal in a burning stable that has to be calmed before the roof comes down. The horse is not trying to kill the party. The horse is doing what a 1,200-pound prey animal does when it is afraid.
Mechanically you have a Large beast with 60 ft. of walking speed, AC 11, 13 HP, Strength 16, and no listed attacks. Improvise a kick or trample for the moment of contact: about +5 to hit, 2d4+3 bludgeoning, or a DC 13 Dex save against being trampled by a charging animal for 2d6 bludgeoning. Multiply by the number of horses if you're running a stampede across the village square. The fun is the geometry. A herd of forty horses through a market street is six rounds of dodging, not a single combat round.
Calm Animals, Animal Friendship, Speak with Animals, or a successful Animal Handling check (DC 13 to grab the bridle, DC 15 to fully calm) ends the encounter without violence. Killing a horse should feel bad. Set the scene so the players have a reason not to.
If a chase is the right shape, the horse runs at 60 ft. per round and stays at that pace for a long time. The party on foot will not catch it. They need a plan: a rope across the alley, a wall to corner it against, a bag of oats and someone the horse remembers.
Have one horse stop and look back at the party once during the chase. Players will follow that horse for an entire session.
Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.