The Nightmare: A Creature of Fire and Shadow
“Meet the Fiery Hellhorse That Turns Battlefields Into Smoldering Graveyards!”
A nightmare is a terrifying vision of infernal majesty. Standing as tall as a warhorse, its jet-black coat seems to absorb all light, creating an aura of oppressive darkness. Its mane, tail, and hooves blaze with an unholy fire that flickers like molten lava, casting eerie shadows around it. The creature’s eyes burn like twin embers, filled with a malevolent intelligence. Sharp, jagged teeth flash in its maw when it snarls or bites, while its nostrils perpetually exhale sulfurous smoke, filling the air with the acrid stench of brimstone.
Behavior
Nightmares are solitary and cunning creatures, driven by malice and a deep-seated thirst to instill terror. They are as intelligent as they are cruel, delighting in the suffering of others. Unlike mindless beasts, they choose their battles carefully, preferring to ambush and disorient their enemies with smoke and fire. Though fearsome in combat, nightmares are not reckless; they will retreat into the Ethereal Plane or astral realms to escape danger, only to return later to exact vengeance.
Habitat
Nightmares dwell on evil-aligned planes such as the Abyss, Hades, or the Nine Hells, roaming landscapes of fire, ash, and despair. However, they are not bound to these infernal realms. Through their ability to astrally project or be summoned by powerful spellcasters, nightmares frequently appear on the Material Plane, haunting desolate wastelands, cursed battlefields, and areas tainted by dark magic. Wherever they roam, the air grows heavy with smoke, and the ground scorches beneath their fiery hooves.
Modus Operandi
A nightmare operates with a combination of overwhelming force and tactical precision. Its flaming hooves ignite foes and surroundings, turning skirmishes into infernos. During combat, it releases thick, choking smoke to blind and disorient its enemies, creating chaos before striking with swift, fiery attacks. When acting as a mount, the nightmare’s speed and ability to traverse planes make it invaluable for riders seeking rapid, deadly strikes. Outside of combat, nightmares use their intelligence to manipulate or intimidate, often serving evil masters to further their own goals of destruction.
Motivation
At its core, the nightmare is driven by an insatiable desire to spread fear and destruction. It takes sadistic pleasure in tormenting the living, leaving trails of scorched earth and despair in its wake. While it often serves dark forces, its allegiance is never out of loyalty but rather out of shared ambition and opportunity. A nightmare craves chaos and dominion, and it revels in the misery of those who dare to stand against it. When unleashed, it becomes a harbinger of doom, embodying the essence of evil and destruction.
Nightmare 5e
Nightmare 3.5
Nightmare
Large Fiend (Evil), Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 142 (15d10 + 60)
Speed 60 ft., Fly 90 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 16 (+3) | 18 (+4) | 14 (+2) | 14 (+2) | 16 (+3) |
Saving Throws Dex +7, Wis +6, Cha +7
Damage Resistances Cold, Fire, Poison
Damage Immunities Necrotic, Psychic
Condition Immunities Charmed, Frightened, Paralyzed, Stunned
Senses Darkvision 120 ft., Passive Perception 12
Languages Infernal, telepathy 60 ft.
Challenge 8 (3,900 XP)
TRAITS
Fiendish Presence (Recharge 5-6).
The nightmare can use its Fiendish Presence action to exude an aura of terror. Each creature of its choice within 30 feet that can see or hear it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature that succeeds on the save is immune to this nightmare’s Fiendish Presence for the next 24 hours. The nightmare can use this ability once per short or long rest.
Flaming Hooves.
A nightmare’s hooves ignite with infernal fire. When it hits a creature with a hoof attack, the target takes an additional 1d6 fire damage. The flames linger, dealing 1d6 fire damage at the start of the creature’s next turn unless it douses the flames with an action.
Ethereal Step.
As a bonus action, the nightmare can shift partially into the Ethereal Plane, allowing it to move through objects and creatures as if they were difficult terrain. The nightmare remains in the Ethereal Plane for up to 1 minute and can return to the Material Plane at any time (no action required). It can only use this ability once per long rest.
Legendary Resistance (1/Day).
If the nightmare fails a saving throw, it can choose to succeed instead.
Magic Resistance.
The nightmare has advantage on saving throws against spells and other magical effects.
ACTIONS
Multiattack.
It makes two hooves attacks and one bite attack.
Hoof.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 17 (2d8 + 5) bludgeoning damage plus 4 (1d6) fire damage.
Bite.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 14 (2d6 + 5) piercing damage.
Fiery Smoke (Recharge 5-6).
It exhales a 15-foot cone of thick, choking smoke. Each creature in the cone must make a DC 15 Constitution saving throw or become blinded and take 11 (2d10) fire damage. A creature that succeeds on the saving throw takes half as much damage and is not blinded. The smoke persists for 1 minute, and the area within the cone counts as heavily obscured.
Infernal Charge (Recharge 6).
It dashes up to its movement speed in a straight line. Each creature it passes must succeed on a DC 16 Strength saving throw or be knocked prone and take 22 (4d10) fire damage. If the creature is prone, the nightmare can make one hoof attack against it as a bonus action.
Nightmare’s Terror (Recharge 6).
The nightmare targets one creature within 60 feet that it can see. The target must succeed on a DC 15 Wisdom saving throw or be paralyzed with fear for 1 minute. While paralyzed in this way, the creature is also frightened. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
LEGENDARY ACTIONS
The nightmare can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The nightmare regains spent legendary actions at the start of its turn.
Hoof Attack.
It makes one hoof attack.
Fiendish Presence (Costs 2 Actions).
It uses its Fiendish Presence.
Teleport (Costs 3 Actions).
It magically teleports up to 60 feet to an unoccupied space it can see.
TACTICS AND STRATEGY
- Ambush Tactics: The nightmare is most effective when it surprises its foes. It will use Ethereal Step to maneuver through walls or obstacles, positioning itself for a devastating Fiery Smoke or Infernal Charge attack. It may retreat to the Ethereal Plane if overwhelmed, only to strike from an unexpected angle once it returns.
- Fiendish Presence should be used early in the battle, creating fear and disarray in the enemy ranks. It will use Fiery Smoke to further hinder visibility and escape when surrounded.
- Targeted Fear: The nightmare excels at picking off weaker or isolated targets. Nightmare’s Terror can incapacitate a key player, leaving the rest of the party vulnerable to its Multiattack and Infernal Charge.
- Legendary Actions for Mobility: The nightmare uses its Teleport legendary action to stay mobile and difficult to corner. It might teleport behind players or into positions where its Fiery Hooves and Bite can do the most damage.
- Final Gambit: When near death, the nightmare uses Infernal Charge to attempt a last-ditch assault, knocking enemies prone and potentially dealing massive fire damage.
MOTIVATION AND BEHAVIOR
- Malice and Destruction: The nightmare is a force of evil, motivated by chaos, fear, and death. It delights in tormenting the living, often striking down the helpless or those who defy the dark forces it serves.
- Servant of Darkness: It may serve dark entities, such as archfiends or powerful necromancers, but is not bound by loyalty. If it sees an opportunity to sow greater destruction or secure more power, it will abandon its masters.
Nightmares are proud equine creatures with hearts as black and evil as the dark abysses from which they come. They look like a large horse with a jet-black coat and a fiery mane, eyes, and hooves.A nightmare is about the size of a light war horse.
Source(s) 3.5E Monster Manual I, 3E Monster Manual I, Planescape Appendix 1, Outer Planes (MC8), 1E Monster Manual 1, Demons Campaign Setting, Monstrous Manual
Also Known As Hell Horse, a helhest (Danish “Hel horse”) is a three-legged horse associated with death. In time of plague, Hell rides about on a three-legged horse, destroying men. The helhest was originally the steed of the goddess Hel.
A nightmare that is described as a mare who “destroys mercifully.” The orginal Aganippe was the result of Poseidon’s raping of Demeter, and she punished the evil by bestowing upon them dreams terrible to behold.
Nightmare | |
Large outsider (Evil,Extraplanar) | |
Hit Dice | 6d8+18 (45 hp) |
Initiative | +6 |
Speed | 40 ft. (8 squares), Fly 90 ft. (good) |
Armor Class | 24 (-1 size, +2 Dexterity, +13 natural), touch 11, flat-footed 22 |
Base Attack/Grapple | +6/+14 +15/+33 |
Attack | Hoof +9 melee (1d8+4 plus 1d4 fire) |
Full Attack | 2 hooves +9 melee (1d8+4 plus 1d4 fire) and bite +4 melee (1d8+2) |
Space/Reach | 10 ft./5 ft. |
Special Attacks | Flaming hooves, smoke |
Special Qualities | astral projection, Darkvision 60 ft., etherealness |
Saves | Fort +8, Ref +7, Will +6 |
Abilities | Strength 18, Dexterity 15, Constitution 16, Intelligence 13, Wisdom 13, Charisma 12 |
Skills | Concentration +12, Diplomacy +3, Intimidate +10, Knowledge (the planes) +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12, Survival +10 (+12 on other planes and following tracks) |
Feats | Alertness, Improved Initiative, Run |
Environment | A evil-aligned plane |
Organization | Solitary |
Challenge Rating | 5 |
Treasure | None |
Alignment | Always neutral evil |
Advancement | 7-10 HD (Large); 11-18 HD (Huge) – |
Level Adjustment | +4 (cohort) |
A nightmare can fight while carrying a rider, but the rider cannot also fight unless he or she succeeds on a Ride check.
A nightmare’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Combat
Flaming Hooves (Su): A blow from a nightmare’s hooves sets combustible materials alight.
Smoke (Su): During the excitement of battle, a nightmare snorts and neighs with rage. This snorting fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed on a DC 16 Fortitude save or take a -2 penalty on all attack and damage rolls until 1d6 minutes after leaving the cone. The cone lasts 1 round, and the nightmare uses it once as a free action during its turn each round. The save DC is Constitution-based.
Because of the smoke it gives off, a nightmare has concealment against creatures 5 feet away and total concealment against creatures 10 feet or farther away. The smoke does not obscure the nightmare’s vision at all.
Astral projection and etherealness (Su): These abilities function just like the spells of the same names (caster level 20th); a nightmare can use either at will.
Carrying Capacity: A light load for a nightmare is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.