Large Celestial, Neutral Good
Armor Class 13 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 60 ft., Fly 90 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
16 (+3)
Damage Immunities Fire, Radiant
Senses Passive Perception 11
Languages Common and Celestial but can't speak
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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

Confer Radiant Resistance. The brightmare can grant resistance to radiant damage to anyone riding it.

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

 

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.{"diceNotation":"1d6","rollType":"damage","rollAction":"Hooves","rollDamageType":"radiant"}[/rollable] radiant damage.

Ethereal Stride. The brightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.

Description

Brightmare are a rare Celestial variant of the Nightmare with radiant white flames.

While a Nightmare is created through dark rituals performed on a pegasi, to create a Brightmare one must bring a Nightmare to a place where pegasi live. The Nightmare will need to be kept there and tended to with caution and care , and eventually the Nightmare will regain some small part of the creature it was born to be. Once a Brightmares flames turn a radiant white it gains control over its aggression and uses it for protecting the young pegasi of its adopted herd. If a Nightmare is kept near a pegasi herd that already had Brightmare, the process goes significantly faster.

Monster Tags: Misc Creature

DIDtripSIX

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