# Nightmare

*Large* *Fiend*

- **Armor Class:** 13
- **Hit Points:** 68 (8d10+24)
- **Speed:** walk 60 ft. fly 90 ft.
- **Challenge Rating:** 3 (700 XP)
- **Source:** [A5e Monstrous Menagerie](https://enpublishingrpg.com/products/level-up-monstrous-menagerie-a5e) page 344

| 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.

### 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.


