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Nightmare

Large Fiend, neutral evil

CR 3

700 XP

AC: 13 (natural armor)
HP: 68 (8d10+24)
Speed: walk 60 ft. , fly 90 ft.
Senses: passive Perception 11
Languages: understands Abyssal, Common, and Infernal but can't speak
STR
18
+4
DEX
15
+2
CON
16
+3
INT
10
+0
WIS
13
+1
CHA
15
+2

Special Abilities

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 Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.

Ethereal Stride

The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.

Quick Reference

Challenge: CR 3
Type: Fiend
Size: Large
Alignment: neutral evil
Best for party of 4 at level 5-7

Running This Encounter

Nightmares are intelligent fiends that can speak and negotiate, making them excellent for complex encounters beyond pure combat. Use their Ethereal Sight ability to create tension as they scout from the Ethereal Plane before engaging. Their Hooves attack and Fire Breath make them dangerous in direct combat, so position them where they can control the battlefield. Consider having them serve a dark master or make bargains with the party before violence erupts.

Combat Tactics

Nightmares prefer to use their Fire Breath (3d6 damage) on grouped enemies, then close in with Hooves attacks while maintaining mobility through their high speed. They will retreat to the Ethereal Plane if reduced to half health, attacking from there before re-emerging to continue combat.

Environment & Setting

Nightmares thrive in infernal landscapes, cursed battlefields, or the Ethereal Plane itself. They are equally dangerous in shadowy fortresses, hellish wastelands, or wherever their evil masters have summoned them.

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