rpg—rules

monster

Nightmare

Large Fiend, Neutral Evil

Armor Class
13
Hit Points
68 (8d10 + 24)
Challenge rating
3
CHA
15 (+2)
CON
16 (+3)
DEX
15 (+2)
INT
10 (+0)
STR
18 (+4)
WIS
13 (+1)

Large Fiend, Neutral Evil

AC 13 · Initiative +2 (12)

HP 68 (8d10 + 24)

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

Ability Score Mod Save
Str 18 +4 +4
Dex 15 +2 +2
Con 16 +3 +3
Int 10 +0 +0
Wis 13 +1 +1
Cha 15 +2 +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.

Source · SRD 5.2.1 · page 311