monster manual 5e pdf

(Jeff_L) #1
Large fiend, neutral evil

Armor Class 13 (natural a rmor)
Hit Points 68 (8d10 + 24)
Speed 60ft., fly 90ft.

STR
18 (+4)

DEX
15 (+2)

CON
16 (+3)

Damage Immunities fire
Senses passive Perception 11

INT
10 (+0)

WIS
13 (+1)

CHA
15 (+2)

Languages understands Abyssal, Common, and Infernal but
can't speak
Challenge 3 (700 XP)

Confer Fire Resistance. The nightmare ca n 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 additional10 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 nightma re and up to three willing creatures
within 5 feet of it magically enter the Ethereal Plane from the
Material Plane, or vice versa.


NIGHTMARE
A nightmare appears in a cloud of roiling smoke, its
mane, tail, and hooves wreathed in flame. The creature's
unearthly black form moves with supernatural speed,
vanishing in a cloud of brimstone as quickly as
it appeared.
Dread Steed. Also called a "demon horse" or "hell
horse," the nightmare serves as a steed for creatures of
exceptional evil, carrying demons, devils, death knights,
liches, night hags, and other vile monsters. It resembles
a fie ndish horse, and a nightmare's fiery red eyes betray
its malevole nt intelligence.
A nightmare can be summoned from the Lower
Planes, but unless a worthy sacrifice is offered to it as
food upon its arrival, the nightmare displays no special
loyalty to the creature it serves.
Creating a Nightmare. Nightmares don't appear
naturally in the multiverse. They must be created from
pegasi. The ritual that creates a nightmare requires the
torturous removal of a pegasus's wings, driving that
noble creature to evil as it is transformed by dark magic.

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