Horse
Large beast
Horses are the primary mounts of the medieval world. They are divided by training, size, and purpose. All horses are susceptible to panic from fire, strange smells, and supernatural creatures, unless specially trained.
Light Horse
Large beast
Armor Class: 7
Hit Dice: 2 (average 7 hp)
Movement: 240 ft
Attacks: 2 hooves (1d4 each)
Morale: 6
Alignment: Neutral
XP: 200
Description
Light horses are the fastest of riding animals — bred for speed over endurance. They are used as cavalry mounts and for swift overland travel.
Notes
Load capacity: 3,000 gp equivalent. Panicked by fire and strange smells. Not encountered in lairs.
Medium Horse
Large beast
Armor Class: 7
Hit Dice: 2+1 (average 8 hp)
Movement: 180 ft
Attacks: 2 hooves (1d4 each)
Morale: 7
Alignment: Neutral
XP: 200
Description
Medium horses balance speed and carrying capacity. Standard riding and light cavalry mounts.
Notes
Load capacity: 3,750 gp equivalent. Panicked by fire and strange smells.
Heavy Horse
Large beast
Armor Class: 7
Hit Dice: 3 (average 10 hp)
Movement: 120 ft
Attacks: 2 hooves (1d6 each)
Morale: 7
Alignment: Neutral
XP: 300
Description
Heavy horses are bred for war — large, powerful, and trained to fight. They carry fully armored knights and charge into melee without flinching (when trained).
Notes
Load capacity: 4,500 gp equivalent. War-trained heavy horses do not panic. Untrained heavy horses still panic from fire and supernatural creatures.
Draft Horse
Large beast
Armor Class: 7
Hit Dice: 2+1 (average 8 hp)
Movement: 120 ft
Attacks: 2 hooves (1d4 each)
Morale: 6
Alignment: Neutral
XP: 200
Description
Draft horses are bred for pulling — plows, wagons, and siege equipment. They are not trained for battle and will flee from combat.
Notes
Load capacity: 4,500 gp equivalent. Draft horses are not war-trained. Panics easily.
Mule
Large beast
Armor Class: 7
Hit Dice: 2+1 (average 8 hp)
Movement: 120 ft
Attacks: 1 kick (1d4)
Morale: 8
Alignment: Neutral
XP: 200
Description
Mules are sterile horse-donkey crosses valued for their sure-footedness, endurance, and stubbornness. They are the preferred pack animals for dungeon expeditions — they can navigate narrow passages that a horse cannot.
Notes
Load capacity: 3,500 gp equivalent. Mules can enter dungeons. They are harder to panic than horses — they require more extreme circumstances before fleeing. They do not fight willingly but will kick if cornered.