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Habitat: Planar (Lower Planes); Treasure: None

Nightmares resemble horses with flaming manes, burning hooves, and smoldering eyes. They terrorize weaker creatures and often ally with denizens of the Lower Planes in committing evil acts. These supernatural horses can innately travel between the Ethereal Plane and the Material Plane, and many know the locations of portals to the Lower Planes, the Shadowfell, and other sinister realms.

Nightmares’ speed, resilience, and ability to gallop between planes of existence make them steeds coveted by evildoers. Roll on or choose a result from the Nightmare Riders table to inspire what might employ a nightmare steed.

Nightmare Riders
1d6 
The Nightmare Carries ...
1
The champion or messenger of an evil deity.
2
A group of joyriding imps or quasits.
3
An innocent soul trapped on the wild Fiend.
4
A lore-hunting mage, cultist, or lich.
5
A night hag herding larvae between planes.
6
A wicked cavalier, such as a death knight, an erinyes, an incubus, or a vampire.

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.


Nightmare

Large Fiend, Neutral Evil
  • Armor Class 13
  • Hit Points 68 (8d10 + 24)
  • Speed 60 ft., Fly 90 ft. (hover)
  • Initiative +2 (12)
STR
18 (4)
DEX
15 (2)
CON
16 (3)
INT
10 (0)
WIS
13 (1)
CHA
15 (2)
  • Saving Throws Str +4, Dex +2, Con +3, Int +0, Wis +1, Cha +2
  • Damage Immunities Fire
  • Senses passive Perception 11
  • Languages Understands Abyssal, Common, and Infernal but can't speak
  • Challenge 3 (700 XP)
  • Habitat Planar (Lower Planes)
  • Treasure None
  • 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 Weapon Attack: +6 to hit, reach 5 ft., One Target. Hit: (2d8 + 4) Bludgeoning damage plus (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.
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