Nightmare


 

Nightmare, CR 3

Large outsider / fiend, neutral evil
Armor Class 13
Hit Points 68 ( 8d10+24 )
Spell Points
Speed 60ft Fly: 90ft

STR

18
+4

DEX

15
+2

CON

17
+3

INT

10
+0

WIS

13
+1

CHA

15
+2

Proficiency Bonus 2
Damage Immunities fire
Senses Passive Perception 9
Languages Telepathy 60 ft.

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.



 
 

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