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Nightmare

Large · Fiend · CR 3 · Chaotic Evil

Armor Class
13
Hit Points and Hit Dice
68 (8d10+24)
Challenge Rating CR
3

Ability Scores

Core attributes and their modifiers.

STR
18
+4
DEX
14
+2
CON
16
+3
INT
10
+0
WIS
12
+1
CHA
14
+2

Overview

Category Monsters
Size Large
Type Fiend
Alignment Chaotic Evil
XP 700
Initiative Bonus +2

Movement

Walk 60 ft (18.3 m)
Fly 90 ft (27.4 m)
Swim 30 ft (9.1 m)
Climb 30 ft (9.1 m)
Crawl 30 ft (9.1 m)

Senses

Passive Perception 11

Languages

understands Abyssal, Common, and Infernal but can't speak

Resistances & Immunities

Damage Immunities
fire

Traits

Evil

The nightmare radiates an Evil aura.

Fiery Hooves

The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The nightmare leaves charred hoofprints.

Fire Resistance

The nightmare can grant fire resistance to a rider.

Actions

Ethereal Shift

Recharge 5–6

The nightmare and a rider magically pass from the Ethereal Plane to the Material Plane or vice versa.

Hooves

+6 to hit, reach 5 ft (1.5 m). Hit: 2d6+4 plus 2d6 fire damage.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage. If the horse moves at least 20 feet straight towards the target before the attack the target makes a DC 14 Strength saving throw falling prone on a failure. The nightmare can move through the space of a prone creature as long as it does not end its turn there.

About Nightmare

Nightmare is a large fiend with a Challenge Rating of 3. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 13 and possesses 68 hit points (derived from 8d10+24).

Nightmare has communication capabilities including understands Abyssal, Common, and Infernal but can't speak. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Nightmare

2 tips available

When using Nightmare in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.

Player Guide: Facing Nightmare

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 3.

Solo Encounter:

A single character of level 5 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 1,200 XP
  • Hard: 1,800 XP
  • Deadly: 2,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Nightmare?
Nightmare has a Challenge Rating of 3, making it appropriate for parties of level 3.0.
What type of creature is Nightmare?
Nightmare is a Large Fiend, which affects how certain spells and abilities interact with it.
What languages does Nightmare speak?
Nightmare can communicate in understands Abyssal, Common, and Infernal but can't speak.

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