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# Fell Nightmare
*Large* *Fiend*
- **Armor Class:** 13
- **Hit Points:** 93 (11d10+33)
- **Speed:** walk 60 ft. fly 90 ft.
- **Challenge Rating:** 5 (1,800 XP)
- **Source:** A5e Monstrous Menagerie, page 345
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 18 (+4) | 14 (+2) | 16 (+3) | 10 (+0) | 12 (+1) | 14 (+2) |
- **Skills:**
- **Damage Immunities:** fire
- **Senses:** passive Perception 11
- **Languages:** understands Abyssal, Common, and Infernal but can't speak
### Special Abilities
- **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.
- **Fiery Trail:** When the nightmare moves along the ground, it can choose to leave behind a trail of fire 10 feet wide and 10 feet tall, which lasts until the beginning of the nightmares next turn. A creature that begins its turn in the fire or enters it for the first time on a turn takes 10 (3d6) fire damage. The trail ignites flammable objects.
- **Telepathy:** The nightmare gains telepathy with a range of 120 feet. It can telepathically communicate with the fiend that trained it over any distance as long as they are on the same plane of existence.
### Actions
- **Hooves:** 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.
- **Ethereal Shift (Recharge 5-6):** The nightmare and a rider magically pass from the Ethereal Plane to the Material Plane or vice versa.