Skeletal Horseman (5e Creature)

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Skeletal Horseman[edit]

Medium undead, lawful evil

Armor Class 15 (armor scraps, shield)
Hit Points 19 (3d8 + 6)
Speed 30 ft.

14 (+2) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 5 (-3)

Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages it knew in life but can't speak
Challenge 1 (200 XP)

Mounted Charge. If the skeletal horseman is mounted and moves at least 30 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 10 (3d6) damage.

Mounted Combatant. If the skeletal horseman is mounted it has advantage on all attacks against targets smaller than its mount.


Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

Lance. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 (1d12 + 2) piercing damage.

Skeletal horsemen are the aging remains of brave riders and their horses, re-animated by the power of necromancy.

Undead Cavalry. Vampires and human necromancers are known for summoning forth the gruesome remains of these riders of ages past to bolster the ranks of their undead minions. As a vampire stalks through barrows and mausoleums, dark magic swirls invisibly around him like a cloak, probing and penetrating the cracked and overgrown porticos of each resting place and saturating the bones of the corpses within. Centuries of dust shifts and dissipates as the skinless cadavers twitch and sit upright. In a morbid mockery of their old lives, these unquiet horsemen stir into motion, tearing themselves free of thorny creepers and thick cobwebs, cold fingers clamping around the hilts of age-blackened blades. Alongside them, the skeletal remains of their steeds jerk to unlife, twisted by magic into hellish mockeries of the noble beasts they once were.

Undead Nature. A skeletal horseman doesn't require air, food, drink, or sleep.

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