WARHORSE SKELETON – 5e stats

Large undead (skeleton), lawful evil

Armor Class 13 (Barding Scraps)
Hit Points 22 (3d10+6)
Speed 60 ft.

Proficiency Bonus +2
Proficiency Bonus +2 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
18 (+4)12 (+1)15 (+2)2 (-4)8 (-1)5 (-3)

Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., passive Perception 9
Challenge 1/2 (100 XP)

ACTIONS

  • Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) bludgeoning damage.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A warhorse skeleton is the animated remains of a once-mighty steed that served in battle. It is a large undead creature that has a bony frame covered with scraps of armor and leather. Its eyes glow with a faint red light, and it makes no sound except for the clatter of its hooves and bones. A warhorse skeleton obeys the commands of its creator or master, usually a necromancer or a death knight. It can be ridden by a medium creature as a mount, but it does not need food, water, or rest.

COMBAT

A warhorse skeleton is a fearsome opponent in combat, using its powerful hooves to trample and crush its enemies. It is immune to poison and exhaustion, and it does not feel pain or fear. It is vulnerable to bludgeoning damage, as its bones can be shattered by heavy blows. A warhorse skeleton can also be turned or destroyed by positive energy, such as from a cleric’s channel divinity or a paladin’s divine smite.

HABITAT / SOCIETY

A warhorse skeleton does not have a natural habitat or society, as it is an artificial creation. It can be found wherever its master or creator sends it, usually in dark and desolate places where the undead are prevalent. A warhorse skeleton may serve as a mount for an evil knight, a guardian for a tomb or dungeon, or a shock troop for an army of darkness. A warhorse skeleton has no will or personality of its own, and it follows orders without question.

ECOLOGY

A warhorse skeleton has no ecological role, as it is an aberration that disrupts the natural order of life and death. It does not eat, drink, breathe, or reproduce. It can only be created by dark magic, such as from the animate dead spell or a similar ritual. A warhorse skeleton can be destroyed by reducing its hit points to zero, by turning or dispelling the magic that animates it, or by removing its head or destroying its bones. A warhorse skeleton does not leave any remains when it is destroyed, except for dust and metal scraps.