Nightmare

large Fiend

Armor Class 13 (natural armor)

Hit Points 76

Speed fly +90, walk +60

Challenge 3

STR
18
+4
DEX
14
+2
CON
16
+3
INT
10
+0
WIS
12
+1
CHA
14
+2

Saving Throws cha +2, con +3, dex +2, int +0, str +4, wis +1

Damage Immunities fire

Senses -

Languages understands Abyssal,Common,and Infernal but can't speak

Special Abilities

Illumination. The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Riding Flames. Any creature riding a willing nightmare is resistant to fire damage. A creature riding the nightmare without the nightmare's permission takes 3 (1d6) fire damage at the start of each of the nightmare's turns.

Actions

Multiattack. The nightmare makes two Flaming Hoof attacks.

Flaming Hoof. _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 7 (1d6+4) bludgeoning damage plus 7 (2d6) fire damage.

Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.

Bonus Actions

Burning Hoofprints. The nightmare increases the intensity of the heat on its hooves. Until the start of its next turn, it leaves burning hoofprints in any surface through which it walks, creating a trail of fire in its wake. A creature that enters a space with burning hoofprints for the first time on a turn or starts its turn there must succeed on a DC 13 DEX save or take 3 (1d6) fire damage. The hoofprints stop burning at the start of the nightmare's next turn.

Source: Black Flag SRD · OGL/Open