Nightmare A5E
CR 3 fiend
Large fiend, chaotic evil
The nightmare radiates an Evil aura.
The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The nightmare leaves charred hoofprints.
The nightmare can grant fire resistance to a rider.
Actions
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.
The nightmare and a rider magically pass from the Ethereal Plane to the Material Plane or vice versa.
Other versions
Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details