Warhorse

Large Beast, Unaligned


Armor Class 11
Hit Points 19 (3d10+3)
Speed 60 ft.

STR
18 (+4)
DEX
12 (+1)
CON
13 (+1)
INT
2 (-4, Standard) or 10 (+0, Awakened)
WIS
12 (+1)
CHA
7 (-2)

Senses passive Perception 11
Languages None (Standard) or One Language The Caster Knows (Awakened)
Challenge Rating 1/2 (100 xp)

Trampling Charge:If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that creature must succeed on a DC 14 Strength saving throw or be knocked prone. If the creature is prone, the horse can make another attack with its hooves against it as a bonus action.

Warhorse Armor:An armored warhorse has an AC based on the type of barding worn. If taken as a Sidekick or as a Pet, they are unable to start with armor but it can be bought if so desired. The horse's AC includes its Dexterity modifier, where applicable. Barding doesn't alter the horse's challenge rating. AC Barding 12 Leather 13 Studded leather 14 Ring mail 15 Scale mail 16 Chain mail 17 Splint 18 Plate

Newfound Intelligence:Awakening this Pet means that they are no longer a Tamed Beast and must be taken as a Sidekick. This requires the character to have the Awaken spell, either by asking a fellow party member to cast it or by getting the spell naturally like Druids do, and requires the upfront cost of the spell to be paid first, A 1000 Gold Piece Agate, in addition to the normal costs of a Sidekick.

Actions

Multiattack. If the creature is prone, the horse can make another attack with its hooves against it as a bonus action.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.