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D&D 5th Edition

Compendium

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Nightmare

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These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

Traits

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.

Attributes

Nightmare

Large fiend, Neutral Evil
  • Armor Class 13 (Natural Armor)
  • Hit Points 68 (8d10+24)
  • Speed 60 ft., fly 90 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
15 (+2)
  • Damage Immunities Fire
  • Senses passive Perception 11
  • Languages Understands Abyssal, Common, And Infernal But Can't Speak
  • Challenge 3 (700 XP)
  • 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: (2d8 + 4) bludgeoning damage plus (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.