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Nightmare

Challenge3

Rules source: Monster Manual (2025) · CR: 3 · Type: Fiend

Combat statistics

  • Armor Class: 13
  • Hit Points: 68 (8d10 + 24)
  • Speed: Walk 60 ft., Fly 90 ft., Hover True
  • Initiative: +2 (12)
  • Challenge: 3 (700 XP)
  • Senses: Passive perception 11
  • Languages: Understands Abyssal, Common, and Infernal but can’t speak
  • Immunities: Fire
  • Proficiency Bonus: +2
  • Damage resistances: None listed
  • Damage vulnerabilities: None listed
  • Damage immunities: fire
  • Condition immunities: None listed
Ability Score (modifier) Saving throw
STR 18 (+4) +4
DEX 15 (+2) +2
CON 16 (+3) +3
INT 10 (+0) +0
WIS 13 (+1) +1
CHA 15 (+2) +2

Revised rules text

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 10foot 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.

Reference from your core rulebook

The links below open the original rulebook pages for the complete printed stat block, including traits, actions, spellcasting, reactions, and usage limits. The printed block is authoritative if searchable text elsewhere on this page differs.

Monster Manual (2025) — PDF page 229

Open the original rulebook — PDF page 229 — source PDF is not included in this player reference.

Printed book page: 226.

Sources

  • Your supplied Monster Manual (2025) — source PDF is not included in this player reference. — verified local reference
  • Monster Manual — original reference dataset (legacy source)
  • SRD 5.2.1 (external reference) — complete revised rules block
  • Structured SRD transcription (external reference) — searchable text; printed block remains authoritative

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