Nightmare
Large Fiend
- Armor Class: 13
- Hit Points: 68 (8d10+24)
- Speed: walk 60 ft. fly 90 ft.
- Challenge Rating: 3 (700 XP)
- Source: A5e Monstrous Menagerie, page 344
| 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.
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.
Licensing – Markdown Format