Leech of Shadows. The Night Terror has resistance to necrotic damage and if hit by any necrotic damage it grants its rider temporary hit points equal to the damage dealt.
Disillumination. The nightmare absorbs all light in a 20-foot radius. This also grants them resistance to radiant damage.
Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) force damage.
Galloping Shadows. Ranged Attack: +9, range 20 ft to hit, reach 5 ft., one target. Hit: 13 (2d6 + 4) necrotic damage, if the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take an additional 4d8 necrotic damage.
Shadow Stride. The Night Terror and up to three willing creatures within 5 feet of it magically enter the Shadowfell from the Material Plane, or vice versa.
Glimpse of Darkness. If unharmed at the end of its turn, The Night Terror is able to use the shadows around them to swirl around its body, defending against incoming damage, its AC increases by 1d4.







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