Night Mare

Nightmare

Large fiend, neutral evil

3
Challenge Rating
700 XP

Within the ethereal plane and the twisted recesses of dreams, the Nightmare gallops as a formidable and otherworldly creature. This fiery equine entity embodies the essence of darkness, fear, and the embodiment of nightmares themselves.

The Nightmare appears as a spectral steed, its body wreathed in flames and shadow. Its eyes burn with an otherworldly glow, reflecting the inner turmoil and malevolence of its ethereal existence. Dark wisps of smoke and embers trail in its wake, leaving a trail of eerie luminescence in the darkness.

Unlike mundane horses, Nightmares possess unearthly abilities and powers. They can traverse the boundaries between dreams and reality, often manifesting in the material world to instill terror and despair. Nightmares possess the ability to conjure illusions and manipulate dreams, making them capable of distorting reality and twisting the perceptions of those unfortunate enough to encounter them.

The flames that engulf the Nightmare are not ordinary fire, but a manifestation of its otherworldly nature. These ethereal flames can inflict not only physical harm but also psychological torment, as they burn with the intensity of deep-seated fears and anxieties. The touch of a Nightmare’s fiery hooves can sear the flesh and leave behind lingering nightmares that haunt the mind.

Nightmares are often associated with darkness, chaos, and the realms of the wicked. They are drawn to malevolent forces and serve as mounts for evil entities or as harbingers of doom. Legends speak of Nightmares as emissaries of the Shadowfell, heralding the arrival of darkness and spreading terror in their wake.

Encountering a Nightmare is to face a creature of nightmares brought to life. Its fiery presence evokes an overwhelming sense of fear and dread, as it embodies the darkest corners of the mind. Engaging a Nightmare requires not only physical prowess but also mental fortitude and the ability to resist its psychological assaults.

Nightmares represent the embodiment of fear, darkness, and the ethereal aspects of the supernatural. They serve as harbingers of terror and the physical manifestations of nightmares themselves. Whether encountered as a terrifying mount for a villainous entity or as an independent agent of chaos, Nightmares add a chilling and formidable presence to the realms of adventure and exploration.

Special Abilities

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: 13 (2d8 + 4) bludgeoning damage plus 7 (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.

Lore

The Stream

Armor Class: 13 (natural armor)
Hit Points: 68 (8d10+24)
Speed: 60 ft. (walk), 90 ft. (fly)
str
+4
18
dex
+2
15
con
+3
16
int
+0
10
wis
+1
13
cha
+2
15
Damage Immunities: fire
Proficiency Bonus: +2

Senses

  • Passive Perception: 11
Languages: understands Abyssal, Common, and Infernal but can't speak

Credits: SRD 5.1