Nightmare

Fiend · Large

Nightmare
The ghostly mare thrusting its head through the curtains over a sleeper, The Nightmare by Henry Fuseli, 1790–91 · Henry Fuseli, The Nightmare, oil on canvas, 1790–91, Public domain, Wikimedia Commons

A black horse with a mane and hooves of fire, ridden by fiends and dark champions across the planes. It leaves burning hoofprints and a smell of smoke in the air.

Danger
A fight to fear
How it is met
Alone, by night
Challenge
3
SRD 5.2.1 stat blocks
Nightmare
Pathfinder Second Edition
Nightmare (level 6, Monster Core)

Hear it

Where it is met

Also: Infernal, Abyssal, Hades, Shadowfell

Gives

Nightmare Tainted Soul

Stat blocks (D&D 5e)

Nightmare

Large Fiend, Neutral Evil

AC 13 · Initiative +2 (12)

HP 68 (8d10 + 24)

Speed 60 ft., Fly 90 ft. (hover)

StrDexConIntWisCha
18 (+4), save +415 (+2), save +216 (+3), save +310 (+0), save +013 (+1), save +115 (+2), save +2

Immunities Fire

Senses Passive Perception 11

Languages Understands Abyssal, Common, and Infernal but can’t speak

CR 3 (XP 700; PB +2)

Traits

Confer Fire Resistance. The nightmare can grant Resistance to Fire damage to a rider while it is on the nightmare.

Illumination. The nightmare sheds Bright Light in a 10- foot radius and Dim Light for an additional 10 feet.

Actions

Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 10 (3d6) Fire damage.

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

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

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