Page 236 - D&D Bestiary
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Large fiend, neutral evil
Armor Class 13 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 60ft., fly 90ft.
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
NIGHTMARE
Damage Immunities fire A nightmare appears in a cloud of roiling smoke, its
Senses passive Perception 11 mane, tail, and hooves wreathed in flame. The creature's
Languages understands Abyssal, Common, and Infernal but unearthly black form moves with supernatural speed,
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
Confer 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 additional10 feet.
its malevolent intelligence.
ACTIONS 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 hit, reach 5 ft., one
food upon its arrival, the nightmare displays no special
target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6)
loyalty to the creature it serves.
fire damage.
Creating a Nightmare. 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.
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