Nightmare
Monster Manual (2025) p. 226
- Size
- Large
- Type
- fiend
- Alignment
- neutral evil
- AC
- 13
- Initiative
- 2
- Hit Points
- 68 (8d10+24)
- Speed
- walk 60 ft., fly 90 ft. (hover)
- Immunities
- fire
- Passive Perception
- 11
- Languages
- understands Abyssal, Common, and Infernal but can't speak
- Challenge
- 3
- Environment
- planar (lower)
Traits
Proficiency Bonus
+2
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.
Other data
description
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. |