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5ead/monsters/md/a5e_monstrous_menagerie/fell-nightmare-a5e.md
2025-06-07 07:58:30 -05:00

1.9 KiB

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.