Confer Fire Resistance. The nightmare can grant resistance to fire damage to anyone riding it.
Illumination. The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (8d8 + 5) bludgeoning damage plus 7 (8d6) 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.
Flame Breath (Recharge 5-6). The nightmare breathes out a fire blast in a 15-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 54(12d8) fire damage on a failed save, or half as much on a successful one.
Living Fear. Each creature of the nightmare's choice within 30 feet must make a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw on each of its turns, ending the effect on a successful save. After the effect wears off or the creature succeeds a saving throw, it is immune to this effect for the next 16 hours.
Can't Run From Fear. The nightmare can Dash as a bonus action.
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