Armor Class 22 Natural plate armor
Hit Points 240 (20d6 + 100)
Speed 45 ft., Fly 60 ft.
STR
24 (+7)
DEX
14 (+2)
CON
20 (+5)
INT
10 (+0)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws STR +12, CON +10
Skills Athletics +10
Damage Vulnerabilities Acid, Radiant
Damage Resistances Bludgeoning, Piercing, Slashing
Damage Immunities Fire, Lightning
Senses Passive Perception 12
Languages --
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

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

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

Magic Weapons. The nightmare’s natural weapons are magical.

Sturdy Adamantine Armor. If an attack hits a nightmare for exactly its AC, that attack deals half damage. In addition, any attack that would be considered a critical success against it is considered a normal attack instead. 

Actions

Multiattack. The creature makes 3 attacks with its hooves, then uses Fire Stomp. 

Hooves. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 20 (3d6 + 7) bludgeoning damage plus 8 (3d4) fire damage. 

Fire Stomp. Each creature within 10 feet of the armored nightmare must make a Dexterity saving throw (DC 20), taking (27) 6d8 fire damage plus (15) 6d4 bludgeoning damage on a failed save and half as much on a successful one. 

Bonus Actions

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. 

Misty Step. Can cast this spell at will, no components necessary, range is doubled to 60 feet.

Slow. Can cast this spell at will, no components necessary, with the following modifications:

  • Cube shape becomes a sphere with the same radius/diameter
  • Center of sphere must be self
  • Concentration duration is doubled
Reactions

Ethereal Defense. Once the creature becomes bloodied, it can spend its Reaction to use Ethereal Stride.

Description

Being a nightmarish equine creature, living in deep forests, possessing strange external organs that twist and wind like snakes. Though they have the bearing of herbivores at first glance, the positioning of their eyes and the set of their musculature are those of the flesh-eater, and indeed their teeth are sharp, being made for the tearing of tendon and hide. They are relentlessly aggressive, never abandoning a pursuit once the quarry has been sighted. 

"The uncharted wooded marches known as the Forests of Chaos are spoken of in legend, and though many are said to exist, little is known of their actual location. These dense forests, where the snowflies foregather in great flurries, brushing against the faces of all who pass, are so named because the sound of the snowflies' whirring wings pitch even the halest of wayfarers into confusion. They wander, lost, never again to leave the forest. While the marches may hide countless treasures, they are also places of unknown and unknowable danger. Consider your future, wayfarer. Consider your fate, and venture not into such places." ~ Ivalice: the Wayfayer's Guide

Monster Tags: fiend

Habitat: ForestSwamp

FyredustOfTheZodiac

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