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 |
Actions
Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8+3) Bludgeoning damage.
How to run Riding Horse
A riding horse is the campaign's logistics layer. The stat block does what most GMs forget to track: 60 ft. of walking speed, Strength 16 for hauling, and 13 HP that makes it vulnerable enough to matter. Treat the horse as a named NPC with personality, not a vehicle slot. The party will risk themselves to protect a horse with a name and let an unnamed horse die in the first volley.
A mounted PC moves at 60 ft. per round on the horse's turn (if the horse is controlled) and can take Disengage or Dash with the mount. That doubles the party's overland pace and changes the geometry of pursuits. The horse can carry a Medium PC plus 240 lb. of gear, 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 and the Hooves action averages 7 damage per hit. 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 ditch.
The exit condition is rest and feed. Riding horses need 8 hours in a 24-hour day or they take Exhaustion. The party will forget this until the second level, and that is 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 is the complication. The framing options are a stampede, a cavalry charge where the rider has been pulled down and the horse still moves, a stolen horse bolting as the party tries to mount, or a single panicked animal in a burning stable. 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, and the Hooves action with a +5 attack bonus dealing 1d8+3 bludgeoning damage. A charging horse can improvise a trample for a DC 13 Dex save against 2d6 bludgeoning. Multiply by the number of horses if you are 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.