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Nightmares

Basic Information

Anatomy

Nightmares are evil creatures that appear to be large black horses with flames wreathing their hooves, flowing forth in the shape of their mane and tail, and trailing from their nostrils and red eyes. If killed, the nightmare's flames gutter out, leaving a mane and tail of ash that quickly disperses.

Additional Information

Domestication

Nightmares are often conjured into the world to serve as steeds for evil priests and wizards. Sometimes they are sent to a mortal as a "reward" for service to a powerful fiendish lord. A nightmare will sometimes serve a powerful evil creature as a mount. It possesses the ability to travel to other planes and a nightmare can bring its rider to one as well. A nightmare extends its resistance to fire to its rider.
Genetic Ancestor(s)
Related Ethnicities

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Nightmare

Large fiend, neutral evil
Armor Class 13 (Natural Armor)
Hit Points 68 8d10+24
Speed 60ft Fly: 90ft

STR
18 +4
DEX
15 +2
CON
16 +3
INT
10 0
WIS
13 +1
CHA
15 +2

Damage Immunities Fire
Languages Understands Infernal and Abyssal but can't speak
Challenge 3


Confer Fire Resistance. The nightmare can grant resistance to fire damage to anyone riding it.   Illumination. The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.


Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 + 4) bludgeoning damage plus (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.


 

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