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)
STR
18
+4
DEX
15
+2
CON
16
+3
INT
10
+0
WIS
13
+1
CHA
15
+2

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:

1d6The Nightmare Carries...
1The champion or messenger of an evil deity.
2A group of joyriding imps or quasits.
3An innocent soul trapped on the wild Fiend.
4A lore-hunting mage, cultist, or lich.
5A night hag herding larvae between planes.
6A wicked cavalier, such as a death knight, an erinyes, an incubus, or a vampire.