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    Warhorse Skeleton 5e: Stats, Speed and Undead Cavalry

    The warhorse skeleton is a CR 1/2 Large undead (100 XP) with AC 13 from scraps of old barding, 22 hit points and a 60-foot speed, twice that of most characters. Its only attack is a hooves strike: 11 damage in 2014, or 7 in 2024 plus a charge that knocks the target prone. It's vulnerable to bludgeoning and immune to poison and exhaustion. It is at its best carrying a rider.

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    Warhorse Skeleton Stat Block (2014)

    Warhorse Skeleton

    Large undead, lawful evil

    Armor Class 13 barding scraps
    Hit Points 22 (3d10+6)
    Speed 60 ft.
    STR
    18 (+4)
    DEX
    12 (+1)
    CON
    15 (+2)
    INT
    2 (−4)
    WIS
    8 (−1)
    CHA
    5 (−3)
    Damage Vulnerabilities bludgeoning
    Damage Immunities poison
    Condition Immunities Exhaustion, Poisoned
    Senses darkvision 60 ft., passive Perception 9
    Languages —
    Challenge 1/2 (XP 100; PB +2)

    Actions

    Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
    Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    The living warhorse has a Trampling Charge. The 2014 skeleton doesn't. It trades that, and AC 11 for AC 13, for undead immunities. Its +6 hooves hit AC 16 on a 10 or better (55%), about 6 damage a turn.

    The 2024 Warhorse Skeleton

    Warhorse Skeleton

    Large Undead, Lawful Evil

    Armor Class 13
    Initiative +1 (11)
    Hit Points 22 (3d10 + 6)
    Speed 60 ft.
    STR
    18 (+4)save +4
    DEX
    12 (+1)save +1
    CON
    15 (+2)save +2
    INT
    2 (−4)save −4
    WIS
    8 (−1)save −1
    CHA
    5 (−3)save −3
    Vulnerabilities bludgeoning
    Immunities poison; Exhaustion; Poisoned
    Senses Darkvision 60 ft.; Passive Perception 9
    Languages None
    Challenge 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.
    Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    The 2024 hooves deal 7 (1d6 + 4) instead of 11, but if the skeleton moved 20 or more feet straight toward a Large or smaller target right before the hit, that target is knocked prone with no save. Everything else (AC, HP, speed, CR) is unchanged.

    How the Warhorse Skeleton Fights

    Ride it. Under the mounted combat rules, a controlled mount can only Dash, Disengage or Dodge. An independent mount keeps its own initiative and attacks as it likes. DM ruling, not rules text: treat a warhorse skeleton as an independent mount that obeys its rider's intent, so both the skeleton on its back and the horse attack each turn.

    Charge, then stab (2024). A 20-foot run drops the target prone. The rider is now within 5 feet of a prone creature, so its shortsword attack has advantage. Don't have the rider use its bow on that target: ranged attacks against a prone creature more than 5 feet away have disadvantage.

    Use the speed. Sixty feet gets it to the back line in one move. It can't attack and Disengage on the same turn, so when it leaves it takes the opportunity attacks on its 22 HP.

    Running a Warhorse Skeleton Encounter

    For four characters (2014 column: 2014 Dungeon Master's Guide guidelines, used by our encounter calculator):

    Party levelEncounter2024 budget result2014 guidelines
    22 warhorse skeletonsLowEasy
    32 warhorse skeletons + 2 skeleton ridersLowMedium
    44 warhorse skeletons + 4 skeleton ridersLowHard

    Riders and mounts count as separate creatures, so a cavalry patrol of four pairs is eight creatures under the 2014 multiplier.

    How Players Beat a Warhorse Skeleton

    • •Bludgeon it. Vulnerability doubles bludgeoning damage. A mace averaging 6.5 deals 13, so two hits finish it.
    • •Knock the horse down. If the mount is knocked prone, a 2014 rider falls prone unless it uses its reaction to dismount, and a 2024 rider must make a DC 10 Dexterity save or fall off prone. Destroy the horse and the rider is a 30-foot-speed skeleton again.
    • •Turn it. Its Wisdom save is -1. In 2014, a cleric's Destroy Undead destroys it outright from 5th level (CR 1/2 or lower).
    • •Block the lanes. Difficult terrain and narrow gates stop the straight 20-foot run.

    Warhorse Skeleton Encounter Ideas

    The night patrol. Four skeleton riders still ride the border road of a kingdom that fell a century ago, challenging travelers in a language no one speaks anymore. They attack anyone who doesn't stop.

    The hitching post. A necromancer's tower keeps a stable of warhorse skeletons. Stealing one is possible, if someone can control an undead horse that doesn't eat, sleep or tire.

    Frequently Asked Questions

    What CR is a warhorse skeleton in 5e?

    The warhorse skeleton is CR 1/2 and worth 100 XP in both editions.

    Can players ride a warhorse skeleton?

    The rules don't say it is trained to accept a rider. DM ruling, not rules text: one made by a necromancer to carry riders can be ridden by whoever controls it. As a controlled mount it can only Dash, Disengage or Dodge.

    Is the warhorse skeleton vulnerable to bludgeoning?

    Yes. Bludgeoning damage is doubled against it in both editions, and it is immune to poison and exhaustion.


    Stat blocks: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Tactics, encounter math and ideas are Loreify's own.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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