Confer Fire Resistance. The nightmare grants resistance to fire damage to anyone riding it.
Fel Flames. The nightmare sheds dim light in a 10-foot radius.
Masters Call. If Beucephalus is called by it's master -Count Strahd Von Zarovich- he innately knows the location of his master. Beucephalus will utilise his Ethereal Stride in conjunction with his Movement to take the quickest route to his master, utilising the Dash action on subsequent turns.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 17 (5d6) 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.
Infernal Retribution. Beucephalus can cast Hellish Rebuke as a 2nd-level spell once with this trait and regains the ability to do so at dawn.
Description
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 fiendish horse, and a nightmare’s fiery red eyes betray its malevolent 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.
Comments