Large Construct, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 115 (10d10 + 35)
Speed 60 ft., Fly 90 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
15 (+2)
Skills Intimidation +0, Perception +0
Damage Resistances Bludgeoning, Slashing
Damage Immunities Fire
Condition Immunities Exhaustion, Frightened, Petrified, Poisoned
Senses Darkvision, Passive Perception 11
Languages Celestial, Common, Elvish, Infernal, Sylvan and Infernal but can't speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Confer Fire Resistance. The Warforged Nightmare can grant resistance to fire damage to anyone riding it.

Illumination. The Warforged Nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Fire Absorption. Whenever the Warforged Nightmare is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

Regeneration. The Warforged Nightmare regains 7 hit points at the start of its turn if it has at least 1 hit point.

Trampling Charge. If the Warforged Nightmare moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

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.

Hellish Discharge. Each creature in a 20-foot-radius sphere centered on the itself must make a Dexterity saving throw(DC 15). A target takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

 

Previous Versions

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