Warhorse Skeleton

Monster Manual (2025) p. 282

Size
Large
Type
undead
Alignment
lawful evil
AC
13
Initiative
1
Hit Points
22 (3d10+6)
Speed
walk 60 ft.
Immunities
poison
Condition Immunities
exhaustion, poisoned
Senses
darkvision 60 ft.
Passive Perception
9
Challenge
1/2
Lineage
Skeleton
Environment
planar (shadowfell), underdark, urban
STR
18
+4
DEX
12
+1
CON
15
+2
INT
2
−4
WIS
8
−1
CHA
5
−3

Traits

Proficiency Bonus

+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.

Other data

description

Skeletons rise at the summons of necromancers and foul spirits. Whether they're the remains of the ancient dead or fresh bones bound to morbid ambitions, they commit deathless work for whatever forces reanimated them, often serving as guardians, soldiers, or laborers. In rare cases, skeletons are reanimated but given no particular direction. Roll on or choose a result from the Skeleton Pantomimes table to inspire how undirected skeletons behave.

Skeleton Pantomimes:

1d6Left to Its Own Devices, the Skeleton...
1Delivers meal salvers or ages-old correspondence to the crypt of its dead master.
2Endlessly trains in battle with other skeletons, despite being hacked to animate splinters.
3Mimics ways it entertained itself in life, such as acting, dancing, or reading.
4Performs a familiar task, such as cleaning, cooking, mining, or praying.
5Repeats its final moments of life.
6Stands guard at the post it protected in life.

Warhorse Skeleton: Warhorse skeletons are obedient, supernatural steeds bearing the rotted remains of the barding they wore in life. They're often ridden by the corpses of their former riders.