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Nightmare A5E

CR 3 fiend

Large fiend, chaotic evil


Armor Class
13
Hit Points
68 (8d10+24)
Speed
60 ft., fly 90 ft.

STR18 (+4)
DEX14 (+2)
CON16 (+3)
INT10 (+0)
WIS12 (+1)
CHA14 (+2)

Saving Throws
Skills
Damage Immunities
fire
Senses
passive Perception 11
Languages
understands Abyssal, Common, and Infernal but can't speak
Challenge
3 (700 XP) · Proficiency Bonus +2

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.

Other versions

Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details