Nightmare
Nightmare
Nightmare Game Tokens
Elevate your gaming experience with our free Nightmare game tokens at Mistcharter Maps! Download now to unleash the fiery terror of these legendary creatures onto your tabletop adventures. Our tokens feature stunning, detailed artwork that captures the essence of these fearsome steeds, ensuring your encounters are as thrilling as they are memorable.
Token pack includes 250x250px square and round game tokens.
Nightmare Key Stats
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Challenge Rating
3
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Type
Fiend
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Size
Large
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Habitat
Hellscape
Explore our hellscape maps for more inspiration. -
AC
13
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HP
176 (16d12 + 80)
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"
Nightmare Introduction
In the shadowed realms where the veil between the material world and the ethereal is thinnest, there exists a creature of both dread and majesty—the Nightmare. As the moonlight filters through the twisted branches of the haunted forest, a chill wind carries with it the distant echo of hooves striking against the earth, a harbinger of the beast's approach. The Nightmare emerges from the darkness, its form both beautiful and terrifying, a steed wreathed in flickering flames that dance along its mane and tail, casting an eerie glow upon the surrounding gloom.
The Nightmare's eyes burn with an infernal fire, twin orbs of molten fury that pierce the soul of any who dare to meet its gaze. Its coat is as black as the void, absorbing the light around it, while its hooves leave scorched prints upon the ground, marking its passage through the world. This creature is not of the natural order; it is a being born of nightmares and dark desires, summoned from the lower planes by those who seek to harness its power for their own nefarious purposes.
Legends speak of the Nightmare as a harbinger of doom, a creature that roams the desolate landscapes of the Shadowfell and the Abyss, serving as a mount for fiends and dark sorcerers. It is said that those who ride a Nightmare can traverse the planes, slipping between worlds with ease, leaving only the scent of brimstone and the echo of their sinister laughter in their wake. Yet, to bind a Nightmare is to court danger, for its spirit is wild and untamed, and it will not suffer the yoke of servitude lightly.
In the depths of the cursed forest, where the air is thick with the whispers of lost souls, the Nightmare makes its lair. Here, amidst the twisted roots and gnarled trees, it finds solace in the shadows, waiting for the call of its next master or the chance to roam free once more. Beware, adventurers, for to encounter a Nightmare is to face the embodiment of fear itself, a creature that thrives on the terror it inspires, and one that will stop at nothing to fulfill its dark purpose.
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Nightmare Skills & Traits
Skills
- Intimidation +2
- Perception +4
Senses
- Passive Perception 14
- Darkvision 60 ft.
Languages
- Understands Abyssal, Common, and Infernal but can't speak
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.
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"
Battle Tips for Facing a Nightmare
The Nightmare is a fearsome creature that can turn any encounter into a harrowing experience. As a Dungeon Master, utilizing the Nightmare effectively can create memorable and challenging battles for your players. Here are some tips on how to use this creature in combat:
Using the Nightmare in Battle
- Dimensional Travel: The Nightmare's ability to move between the Material Plane and the Ethereal Plane can be used to surprise players. Have the Nightmare phase in and out of reality, making it difficult for players to predict its movements and attacks.
- Fear Tactics: Leverage the Nightmare's aura of fear to disrupt the party's formation and strategy. Use its presence to force players to make Wisdom saving throws, potentially causing them to flee or become incapacitated.
- Hit-and-Run: The Nightmare's speed and ability to fly make it perfect for hit-and-run tactics. Have it swoop in, deliver a powerful attack, and then retreat to a safe distance, forcing players to chase it down.
Coordinating with Multiple Nightmares
- Pack Tactics: When using multiple Nightmares, have them coordinate their attacks to overwhelm the party. They can take turns phasing in and out, ensuring that at least one Nightmare is always present to maintain pressure on the players.
- Divide and Conquer: Use the Nightmares to split the party. Have one or two Nightmares focus on isolating a single player, while the others keep the rest of the party occupied. This can create chaos and make it difficult for players to support each other.
- Retreat and Regroup: If the battle turns against the Nightmares, they can use their dimensional travel to retreat and regroup. This allows them to heal or plan a new strategy before re-engaging the party.
By using these tactics, a Dungeon Master can create a dynamic and challenging encounter with Nightmares that will test the players' skills and teamwork. Remember to adjust the difficulty based on your party's level and capabilities to ensure a balanced and enjoyable experience.
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