Trampling Charge. If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
How many warhorses for a fight?
A warhorse is worth 100 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many warhorses fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Party level
Low
Moderate
High
1st
2
3
4
2nd
4
6
8
3rd
6
9
12+
4th
10
12+
12+
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
How the warhorse compares at CR 1/2
Against the 32 other challenge 1/2 monsters in the SRD 5.1, the warhorse has more hit points than 9 of them, which makes it a little frailer than most at its CR. See every CR 1/2 monster.
Statistic
Warhorse
CR 1/2 average
Armor Class
11
12.5
Hit points
19
20
Best attack bonus
+6
+4
Warhorse 2024 stat block
The 2024 Monster Manual revised the warhorse, and the SRD 5.2 carries the new stat block. What changed:
Gone from it: Trampling Charge.
Armor Class
11
Hit Points
19 (3d10 + 3)
Speed
60 ft.
Challenge
1/2 (100 XP)
STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
13 (+1)
2 (-4)
12 (+1)
7 (-2)
Senses
passive Perception 11
Languages
None
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.