Free interactive D&D 5e SRD stat block

Nightmare

Large Fiend, CR 3, AC 13, 68 HP. Neutral Evil.

Large Fiend, Neutral Evil

AC
13
Initiative
+2 (12)
HP
68 (8d10+24)
Speed
60 ft., Fly 90 ft. (hover)
ScoreModSave
STR 18 +4 +4
DEX 15 +2 +2
CON 16 +3 +3
INT 10 +0 +0
WIS 13 +1 +1
CHA 15 +2 +2
Immunities
Fire
Senses
Passive Perception 11
Languages
Understands Abyssal, Common, and Infernal but can't speak
CR
3 (XP 700; PB +2)

Traits

Confer Fire Resistance. The nightmare can grant Resistance to Fire damage to a rider while it is on the nightmare.

Illumination. The nightmare sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.

Actions

Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8+4) Bludgeoning damage plus 10 (3d6) Fire damage.

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

How to run Nightmare

A nightmare is a flying mount with the wrong rider. CR 3, 60 ft. walk, 90 ft. hover-fly, fire immune, and a single Hooves attack at +6 for 2d8+4 bludgeoning plus 3d6 fire. The encounter is rarely just the horse. It is whoever sent the horse, and the horse is the delivery mechanism. Build the scene around what (or who) the nightmare is carrying.

In combat, the nightmare hits and runs. The 90 ft. hover-fly is the entire tactic. Open with a charge against the closest visible target, hooves for an average 23 damage, then disengage upward to 60 ft. of altitude where most low-level parties cannot reach. The next round it dives again. If the rider is a spellcaster, the nightmare is a mobile platform: the rider gets resistance to fire from Confer Fire Resistance, lobs spells from above, and the nightmare hovers at 100 ft. burning the line of horses below. Treat the nightmare as the most disposable unit on its side. A clever villain will burn through three of them in a campaign.

Ethereal Stride is the panic button. The nightmare and up to three willing riders teleport to the Ethereal Plane (or back to the Material) as an action. The instant the rider drops below half HP, or the moment a wizard prepares Counterspell, the nightmare strides out. The party then either has access to plane shift effects or watches the encounter end on the villain's terms. Telegraph this to the table once, in the first nightmare encounter of the campaign, by having a captured henchman they were chasing escape through a shimmering rip in the air.

Illumination is a trap and a tell. The 10-foot bright light radius means the nightmare cannot ambush in darkness. Players hear hooves and see firelight on the road ahead a full minute before contact. Use the warning. The dread of approaching firelight that does not behave like a torch is half the encounter.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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