Page 236 - Monster Manual [11th Print]
P. 236
Large fiend, neutral evil
1
Armor Class 3 (natural armor)
Hit Points 68 (8dl0 + 24)
Speed 60 ft., fly 90 ft.
STR DEX CON INT WIS CHA
T
1 8 (+4) 15 (+2) 1 6 (+3) 10 (+0) 13 (+l) 1 5 (+2) NIGH M A R E
i
o
fi
Damage Immunities r e A nightmare appears n a cloud f roiling smoke, its
1
Senses passive Perception 1 mane, tail, and hooves wreathed in flame. The creature's
Languages understands Abyssal, Common, and n fernal but unearthly black form moves with supernatural speed,
I
can't speak vanishing in a cloud of brimstone as quickly as
Challenge 3 (700 XP) it appeared.
Dread Steed. Also called a "demon horse" or "hell
Con f e r Fire Resistance. The nightmare can grant resistance to horse," the nightmare serves as a steed for creatures of
fire damage to anyone riding it. exceptional evil, carrying demons, devils, death knights,
liches, night hags, and other vile monsters. It resembles
Illumination. The nightmare sheds bright light in a 10-foot a fiendish horse, and a nightmare's fiery red eyes betray
radius and dim light for an additional 10 feet.
its malevolent intelligence.
T
AC I O N S A nightmare can be summoned from the Lower
Planes, but unless a worthy sacrifice is offered to it as
Hooves. Melee Weapon Attack: 6 to i t, reach 5 ft., one food upon its arrival, the· nightmare displays no special
+
h
target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) loyalty to the creature it serves.
fi r e damage.
Creating a N ightmare. Nightmares don't appear
Ethereal Stride. The nightmare and up to three willing creatures naturally in the multiverse. They must be created from
within 5 feet of it magically enter the Ethereal Plane from the pegasi. The ritual that creates a nightmare requires the
Material Plane, or vice versa. torturous removal of a pegasus's wings, driving that
noble creature to evil as it is transformed by dark magic.
NIGHTMARE
235

