Fell Nightmare
Large Fiend
- Armor Class: 13
- Hit Points: 93 (11d10+33)
- Speed: walk 60 ft. fly 90 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: A5e Monstrous Menagerie, page 345
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
14 (+2) |
16 (+3) |
10 (+0) |
12 (+1) |
14 (+2) |
- Skills:
- Damage Immunities: fire
- Senses: passive Perception 11
- Languages: understands Abyssal, Common, and Infernal but can't speak
Special Abilities
- Evil: The nightmare radiates an Evil aura.
- Fiery Hooves: The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The nightmare leaves charred hoofprints.
- Fire Resistance: The nightmare can grant fire resistance to a rider.
- Fiery Trail: When the nightmare moves along the ground, it can choose to leave behind a trail of fire 10 feet wide and 10 feet tall, which lasts until the beginning of the nightmares next turn. A creature that begins its turn in the fire or enters it for the first time on a turn takes 10 (3d6) fire damage. The trail ignites flammable objects.
- Telepathy: The nightmare gains telepathy with a range of 120 feet. It can telepathically communicate with the fiend that trained it over any distance as long as they are on the same plane of existence.
Actions
- Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage. If the horse moves at least 20 feet straight towards the target before the attack the target makes a DC 14 Strength saving throw falling prone on a failure. The nightmare can move through the space of a prone creature as long as it does not end its turn there.
- Ethereal Shift (Recharge 5-6): The nightmare and a rider magically pass from the Ethereal Plane to the Material Plane or vice versa.
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