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<title>Fell Nightmare</title>
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<body>
<h1>Fell Nightmare</h1>
<p><em>Large</em> <em>Fiend</em></p>
<ul>
<li><strong>Armor Class:</strong> 13</li>
<li><strong>Hit Points:</strong> 93 (11d10+33)</li>
<li><strong>Speed:</strong> walk 60 ft. fly 90 ft.</li>
<li><strong>Challenge Rating:</strong> 5 (1,800 XP)</li>
<li><strong>Source:</strong> A5e Monstrous Menagerie, page 345</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>18 (+4)</td>
<td>14 (+2)</td>
<td>16 (+3)</td>
<td>10 (+0)</td>
<td>12 (+1)</td>
<td>14 (+2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> fire</li>
<li><strong>Senses:</strong> passive Perception 11</li>
<li><strong>Languages:</strong> understands Abyssal, Common, and Infernal but can't speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Evil:</strong> The nightmare radiates an Evil aura.</li>
<li><strong>Fiery Hooves:</strong> The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The nightmare leaves charred hoofprints.</li>
<li><strong>Fire Resistance:</strong> The nightmare can grant fire resistance to a rider.</li>
<li><strong>Fiery Trail:</strong> 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.</li>
<li><strong>Telepathy:</strong> 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.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Hooves:</strong> 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.</li>
<li><strong>Ethereal Shift (Recharge 5-6):</strong> The nightmare and a rider magically pass from the Ethereal Plane to the Material Plane or vice versa.</li>
</ul>
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