Confer Fire, Radiant, or Necrotic Resistance. The nightmare can grant resistance to fire, radiant, or necrotic damage to anyone riding it.
Necrotic Illumination. The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Each creature that is not an ally to the nightmare that is in the area of the light must succeed on a DC 14 Constitution saving throw at the start of the nightmare's turn or have vulnerability to necrotic damage for the next minute.
Life-Power Absorption. The nightmare gets a +5 modifier to hit and to its damage, and a +20 modifier to its hit point maximum for each evil-aligned fiend that it can see, hear, and understand within 60 ft of it. If there are 7 or more evil-aligned fiends within that area, the nightmare's size increases to Huge and it loses its vulnerability to radiant damage as long as the nightmare can see, hear, and understand all of them.
Multiattack. The nightmare makes two melee attacks or three ranged attacks.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) bludgeoning damage plus 9 (2d8) necrotic damage.
Shadow Bolt. Melee Weapon Attack: +6 to hit, range 20/75 ft., one target. Hit: 14 (4d6) necrotic 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.
Abyssal Stride. The nightmare and up to three willing creatures within 5 feet of it magically enter the Abyss from the Material Plane, or vice versa.
Demonic Command (Recharge 4-6). The nightmare calls up to 2 willing fiends to make a melee or ranged attack against a target they can see within reach/range. If the nightmare is Huge, then the attack is made with advantage.
Summon Fiend (3/Day). The nightmare attempts to summon 1d8 + 1 bearded devils, 3d8 manes, 3d10 lemures, 2d6 shadow demons, 2d8 spined devils, 1d8 hell hounds, 1d8 + 1 nightmares, or 1 armanite (find in Mordenkainen's Tome of Foes), with a 75% chance to succeed.
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