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Horse

Large beast, neutral
Armor Class 13 + your proficiency bonus
Hit Points equal the beast’s Constitution modifier times your ranger level + five times your ranger level (the beast has a number of Hit Dice [d10s] equal to your ranger level)
Speed 60ft Swim: 30ft
STR

16 +3

DEX

12 +1

CON

15 +2

INT

8 -1

WIS

14 +2

CHA

11 +0

Saving Throws Add your proficiency bonus modifier to any saving throws and ability checks your companion makes.
Skills 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, the target takes an extra 1d8 bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw against a DC equal to 8 + your proficiency bonus + the beast's Strength modifier or be knocked prone.
Senses darkvision 60 ft., passive Perception 12 + your proficiency bonus
Languages understands the languages you speak
Special Abilities
Kinship. As a free action, you can command the beast to dash, disengage, dodge, help, or hide. It never requires a command to take a reaction, such as an opportunity attack. The beast acts freely if you are absent and will protect you or take you away from harm if you are incapacitated.   Ready Companion. As a bonus action, you can command the beast to attack.   Traveler. The beast doesn't suffer a penalty to its passive Wisdom (Perception) checks while moving at a fast pace. And if traveling alone or only with you, it can move stealthily at a normal pace
Actions
Hooves. Melee Weapon Attack: your proficiency bonus + 3 to hit, reach 5 ft., one target. Hit: 2d4 + 3 + your proficiency bonus bludgeoning damage

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Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!

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