Skeletal Warhorse (5e Spell)

Back to Main Page 5e Homebrew Spells Cleric
Back to Main Page 5e Homebrew Spells Sorcerer
Back to Main Page 5e Homebrew Spells Wizard

Skeletal Warhorse
2nd-level Necromancy
Casting time: 1 minute
Range: Touch
Components: V, S, M (The skeleton of a large horse or horse-like creature and a bail of hay)
Duration: Instantaneous
Creating
Animate the skeleton of a large horse or horse-like creature. It needs to be at least the size of a draft horse skeleton. Missing bones will reform as long as you have at least half the skeleton. Any damage the mount takes is permanent (no healing). When the mount drops to 0hp or is dismissed permanently, it collapses into a pile of bones, dropping any items it was carrying onto the ground. You can then cast this spell again to recreate the skeletal warhorse. Skeletons which will work for this spell include draft horse, warhorse, centaur, dragon horse, hippogriff, pegasus, rhinoceros, sea horse, or unicorn. Skeletons that will not work are donkey, pony, riding horse, wild horse etc. because they are too small.
Using
The warhorse is immediately able to draw a large wagon. You will need to have special saddles created in order to ride the it. The mount has stats equivalent to a Warhorse. The warhorse can kick and charge like a warhorse. It will not be able to fly or bite even if it has bony wings or jaws. It is for all purposes considered undead. It has an intelligence of 6 and can understand and will follow basic commands in any language you know. It can hold up to 500 lbs and may be assigned to a particular rider.
0.00
(0 votes)

This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.