Free interactive D&D 5e SRD stat block

Warhorse Skeleton

Large Undead, CR 1/2, AC 13, 22 HP. Lawful Evil.

Large Undead, Lawful Evil

AC
13
Initiative
+1 (11)
HP
22 (3d10+6)
Speed
60 ft.
ScoreModSave
STR 18 +4 +4
DEX 12 +1 +1
CON 15 +2 +2
INT 2 -4 -4
WIS 8 -1 -1
CHA 5 -3 -3
Immunities
Poison, Exhaustion, Poisoned
Vulnerabilities
Bludgeoning
Senses
Darkvision 60 ft.; Passive Perception 9
Languages
None
CR
1/2 (XP 100; PB +2)

Actions

Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6+4) Bludgeoning damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition.

How to run Warhorse Skeleton

A warhorse skeleton is a lich's outrider, a death knight's mount, or a battlefield revenant still riding the same patrol it died on. Run it as a charging mount with Lawful Evil intent, not a roaming undead beast, because the speed and the prone-on-charge mechanic only matter if it has space to run and a target it wants to hit.

Open with the charge. 60 ft. walk speed and a 20 ft. straight-line requirement means the skeleton picks a target across the room, runs at them, and lands Hooves at +6 for 7 average bludgeoning plus Prone on a Large or smaller creature. That's a soft hit but a real condition, and a prone PC eats the next round of enemy attacks at advantage. If the skeleton is paired with a rider, an archer formation, or a second wave of enemies, the prone PC is the priority target for everyone else. Run two warhorse skeletons together and the party loses two front-rankers to the floor in round one.

Target priority is whichever PC is alone or out in front. The skeleton is mindless about morality but pattern-driven about pursuit. Once it has picked a target it stays on that target, charging out to 60 ft. to set up the next 20 ft. line, until the target is dead or the skeleton is. Vulnerability to Bludgeoning is the party's escape valve: a clerical mace or barbarian's hammer hits 22 HP and AC 13 hard, and the skeleton drops in one round of focused melee.

It does not retreat. It does not flee. It charges, prones, kicks, and dies on the floor. The encounter ends when one of those things stops being possible.

Have it run on broken hooves, sparking against the stones. The sound is the warning. The party should hear it coming a round before they see it.

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

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