Free interactive D&D 5e SRD stat block

Warhorse

Large Beast, CR 1/2, AC 11, 19 HP. Unaligned.

A powerful armored warhorse standing alone on a misty battlefield meadow.
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Large Beast, Unaligned

AC
11
Initiative
+1 (11)
HP
19 (3d10+3)
Speed
60 ft.
ScoreModSave
STR 18 +4 +4
DEX 12 +1 +1
CON 13 +1 +1
INT 2 -4 -4
WIS 12 +1 +3
CHA 7 -2 -2
Senses
Passive Perception 11
Languages
None
CR
1/2 (XP 100; PB +2)

Actions

Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4+4) Bludgeoning damage. If the target is a Large or smaller creature and the horse moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and has the Prone condition.

How to run Warhorse

A warhorse is a piece of party gear that bonds. CR 1/2, AC 11, 19 HP, walk 60 ft., Strength 18. The Hooves action deals 2d4+4 bludgeoning damage, or an extra 2d4 if the horse moved 20 feet or more straight at the target before the hit (also knocking Large or smaller creatures prone). The warhorse is the paladin's kingdom, the cavalier's career, and the ranger's commute. Players name them, draw them on the back of the character sheet, and remember them longer than most NPCs.

Mechanically the value is the speed and the carry capacity. Walk 60 ft. is twice a typical PC's pace, which means a mounted character outflanks anything on foot, escapes most ambushes, and arrives at the next town a day ahead. Use mounted combat rules straight: the rider takes their turn, the horse takes its turn on the same initiative, and a charge action with a lance gives the rider an extra die of damage. The horse is fragile (19 HP folds quickly), so treat it as the rider's first hit point pool. Smart enemies kill the horse first.

Out of combat the warhorse is a logistics solution. It carries 540 lb. as a Large beast with Strength 18, which is most of the party's loot. It pulls the wagon, it transports the unconscious cleric, and it can be sold for around 400 gp in any city large enough to have a guard regiment. A party with one warhorse is materially richer than a party without one.

When the warhorse dies, mark it. Have the rider take a moment, name the horse on the next page, and write down what they want to do about it. The replacement horse is just gear. The first one was family.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block, attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills, to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
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