Nightmare
Nightmare, CR 3
STR
18
+4
DEX
15
+2
CON
17
+3
INT
10
+0
WIS
13
+1
CHA
15
+2
Special Abilites
Confer Fire Resistance. The nightmare can grant Resistance to Fire Damage to anyone riding it. Illumination. The nightmare sheds Bright light in a 10-foot radius and Dim light for an additional 10 feet.
Actions
Hooves. Melee Attack: 1d20+6 to hit, reach 5 ft., one target. Hit: 13 ( 2d8+4 ) Bludgeoning Damage plus 7 ( 2d6 ) Fire Damage. Shadow Stride. The nightmare and up to three willing creatures within 5 feet of it magically enter the Shadow Plane from the Material Plane, or vice versa.
Legendary Actions
The nightmare can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The nightmare regains spent epic actions at the start of its turn. Hooves Attack. The nightmare makes a hooves attack. Rear Up (Costs 2 Actions). The nightmare makes a three hooves attacks against one target of its choice.
Comments