Large Fiend, Neutral Evil
Armor Class 13 (natural armor)
Hit Points 130 (16d10 + 48)
Speed 60 ft., Fly 90 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
15 (+2)
Damage Immunities Cold, Fire
Senses Truesight, Passive Perception 11
Languages Common and Infernal but can't speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

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

Confer Cold Resistance. The nightmare can grant resistance to cold 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.

Flare Up. The nightmare rears up and smashes down with it’s hooves. Each creature within 10 feet, including riders, of the nightmare must succeed on a DC 19 Dexterity saving throw or take 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) cold damage and be knocked prone. 

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.

Description

Cold Fires are created using Unicorns instead of the traditional method of torturing a Pegasi. A innocent caster is “recruited” to lure the unicorn and forced to take part in the Nightmare Ritual. The caster sacrifices a piece of their soul to “release” the unicorn. Released from their torture by a Druid, Wizard, Sorcerer or Cleric, these fiends are vengeance seekers. Their purpose is to seek out the tormentors from their previous life. 
Bearing a skinless skull for a face, a frost white coat and white-blue flames. 

LadyDarcWolf

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