Nightmare
Large Fiend
Armor Class 13
Hit Points 68 (8d10+24)
Speed 60 ft., fly 90 ft.
- STR
- 18 (+4)
- DEX
- 14 (+2)
- CON
- 16 (+3)
- INT
- 10 (+0)
- WIS
- 12 (+1)
- CHA
- 14 (+2)
Damage Immunities fire
Senses passive Perception 11
Languages understands Abyssal, Common, and Infernal but can't speak
Challenge 3
Traits
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.






