Nightmare
Overview
A nightmare appears in a cloud of roiling smoke, its mane, tail, and hooves wreathed in flame. The creature’s unearthly black form moves with supernatural speed, vanishing in a cloud of brimstone as quickly as it appeared.Dread Steed
Also called a “demon horse” or “hell horse,” the nightmare serves as a steed for creatures of exceptional evil, carrying demons, devils, death knights, liches, night hags, and other vile monsters. It resembles a fiendish horse, and a nightmare’s fiery red eyes betray its malevolent intelligence. A nightmare can be summoned from the Lower Planes, but unless a worthy sacrifice is offered to it as food upon its arrival, the nightmare displays no special loyalty to the creature it serves.Creating a Nightmare
Nightmares don’t appear naturally in the multiverse. They must be created from pegasi. The ritual that creates a nightmare requires the torturous removal of a pegasus’s wings, driving that noble creature to evil as it is transformed by dark magic.Nightmare CR: 3 (700 XP)
Large fiend, neutral evil
Armor Class: 13
Hit Points: 68 (8d10 + 24)
Speed:
60 ft
, fly: 88 ft
STR
18 +4
DEX
15 +2
CON
16 +3
INT
10 +0
WIS
13 +1
CHA
15 +2
Damage Immunities: Fire
Senses: Passive Perception 11
Languages: Understands Abyssal, Common, and Infernal but can't speak
Challenge Rating: 3 (700 XP)
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 feet, 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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