Page 311 - Dungeons and Dragons - Players Handbook
P. 311
RIDING HORSE
Large beast, unaligned
Armor Class 10
Hit Points 13 (2d10 + 2)
Speed GOfI.
STR OEX CON INT WIS CHA
1G (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)
Senses passive Perception 10
Languages -
Challenge 1/4 (50 XP)
ACTIONS
Hooves, Melee Weapon Attaek: +2 lo hil, reach 5 fI., one target.
Hit: 8 (2d4 + 3) bludgeoning damage.
SKELETON
Medium undead, lawful evil
Armor Class 13 (armor scraps)
Hit Points 13 (2d8 + 4)
Speed 30 fI.
STR OEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) G(-2) 8 (-1) 5 (-3)
Oamage Vulnerabilities bludgeoning
Oamage Immunities poison
Condition Immunities poisoned
Senses darkvision GOft., passive Perception 9 Shortbow, Ranged Weapon Attaek: +G to hit, range 40 ft.flGO
Languages understands languages it knew in life but can't speak
Challenge 1/4 (50 XP) fI., one targel. Hit: 1 piercing damage. If the target is a
creature, it must succeed on a DC 10 Constitution saving
throw or beco me poisoned for 1 minute. Ifits saving lhrow
ACTIONS result is 5 ar lower, the target falls unconscious for the same
duration, or until it takes damage ar another creature uses an
Shortsword. Melee Weapon Attaek: +4 to hit, reach 5 ft., one action to wake it.
targel. Hit: 5 (ldG + 2) piercing damage.
Heart Sight. The sprite louches a crealure and knows lhe
Shortbow. Ranged Weapon Attaek: +4 to hit, range 80 fl./320 creature's current emotional state. If the target fails a DC 10
ft., one targel. Hit: 5 (ldG + 2) piercing damage.
Charisma saving lhrow, the sprite also knows the creature's
alignment. Celestiais, fiends, and undead automatically fail the
SPRITE saving throw.
Tinyfey, neulral good Invisibility, The sprite turns invisible until it attacks or casts
a spell, ar until its concentration ends. Anything the invisible
Armor Class 15 (Ieather armor) sprite is carrying ar wearing is invisible as long as it remains in
Hit Points 2 (ld4) contact with the sprite.
Speed 10 fI., fly 40 ft.
•• ••
STR OEX CON INT WIS CHA VARIANT: WARHORSE ARMOR
3 (-4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+O) An armored warhorse has an Armar Class based on the
type of barding worn (se e chapter 5 for more information
Skills Perception +3, Stealth +8 (the check is made with on barding). Its Armar Class includes the horse's Dexterity
disadvantage if the sprite is flying) modifier, where applicable.
Senses passive Perception 13
Languages Common, Elvish, Sylvan AC Barding AC Barding
Challenge 1/4 (50 XP) 12 Leather 1G Chain mail
13 Studded leather 17 Splint
14 Ring mail 18 Plate
ACTIONS •• 15 Scale mail ••
Longsword, Melee Weapon Atlaek: +2 to hit, reach 5 ft., one
largel. Hit: 1 slashing damage.
APPENDIX D I CREATURE STATlSTICS

