Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
understands Abyssal,Common,and Infernal but can't speak
Resistances & Immunities
Traits
Illumination
The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Riding Flames
Any creature riding a willing nightmare is resistant to fire damage. A creature riding the nightmare without the nightmare's permission takes 3 (1d6) fire damage at the start of each of the nightmare's turns.
Actions
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.
Flaming Hoof
+6 to hit, reach 5 ft (1.5 m). Hit: 1d6+4 plus 2d6 fire damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 7 (2d6) fire damage.
Multiattack
The nightmare makes two Flaming Hoof attacks.
Bonus Actions
Burning Hoofprints
The nightmare increases the intensity of the heat on its hooves. Until the start of its next turn, it leaves burning hoofprints in any surface through which it walks, creating a trail of fire in its wake. A creature that enters a space with burning hoofprints for the first time on a turn or starts its turn there must succeed on a DC 13 DEX save or take 3 (1d6) fire damage. The hoofprints stop burning at the start of the nightmare's next turn.
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 76 hit points (derived from None).
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
GM Tips: Using Nightmare
When using Nightmare in your D&D 5e campaign, consider these tactical approaches:
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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.
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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
Player Guide: Facing Nightmare
When your party encounters this creature, keep these strategies in mind:
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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.
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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
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
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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