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Nightmare

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Welcome to A.T.L.A.S., the foremost organization dedicated to researching, collecting, and occasionally eliminating extraordinary creatures. In this case file, we explore the enigmatic Nightmare, a malevolent being that haunts the realms of Dungeons and Dragons 5e.

Description: 

The Nightmare, a creature borne of twisted shadow and ethereal flames, exists as a manifestation of pure terror. This spectral equine entity possesses a sinewy, muscular frame wreathed in an ever-shifting shroud of obsidian mist. Its fiery eyes burn unholy, illuminating its ebony coat with an eerie, spectral glow. A mane of ethereal flames billows from its neck, leaving a smoky darkness in its wake.

Abilities:

 

The Nightmare harnesses a repertoire of formidable abilities, making it a force to be reckoned with. Capable of traversing the boundaries between the material and ethereal planes, it moves with an uncanny swiftness that strikes fear into the hearts of all who witness it. Its touch, infused with the essence of dread, can send shivers down the spine and instill paralyzing fear in its victims.

As a creature born from nightmares, the Nightmare possesses the ability to invade the dreams of the unsuspecting. It preys upon the deepest fears of its targets, conjuring nightmarish illusions that torment their psyche. Such psychological manipulation can lead to incapacitation, rendering even the most valiant warriors helpless in the face of its terrifying onslaught.

Threat Level Analysis: 

The Nightmare is moderately threatening due to its abilities and resistances. Its swift and elusive nature and ability to induce fear and manipulate dreams make it a formidable opponent. The Nightmare’s ethereal flames can set the surroundings ablaze, posing a significant risk to individuals and structures.

Nightmare Stat Block

Large fiend, neutral evil


Armor Class 13

Hit Points 68 (8d10+24)

Speed Walk 60ft. Fly 90ft.


STR 18 (+ 4)

DEX 15 (+ 2)

CON 16 (+ 3)

INT 10 (+ 0)

WIS 13 (+ 1)

CHA 15 (+ 2)


Saving Throws Str + 4, Dex + 2, Con + 3, Int + 0, Wis + 1, Cha + 2

Skills

Damage Immunities fire

Senses passive Perception 11

Languages understands Abyssal, Common, and Infernal but can’t speak

Challenge 3 (700 XP)


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.

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) 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.

Characteristic and Behaviour 

Nightmares, with their haunting appearance and malevolent nature, strike fear into the hearts of all who encounter them: these emaciated, black-coated stallions stand tall and proud, exuding an aura of darkness and despair. With vipers’ fangs, flaming eyes, and the ability to unleash fiery breath, nightmares embody the terrors of the night.

In their physical form, nightmares possess exceptional agility and speed. They move with a supernatural grace, often appearing as blurs as they dart across the battlefield or teleport from one location to another. This ability to traverse planes makes them elusive and difficult to track down. Nightmares revel in sowing chaos and terror, delighting in the fear they instill before delivering a swift and deadly strike.

These creatures are fiercely independent, rarely bending to the will of others unless those individuals possess sufficient wickedness and power.

Nightmares are associated with the Shadowfell and other evil-aligned planes and are known to form small, predatory herds. As favored mounts among malevolent races, nightmares are often seen carrying demons, devils, undead, and wicked mortals into battle.

Confronting a Nightmare – Effective strategies

To confront a nightmare, one must first understand its strengths and weaknesses. While nightmares are formidable adversaries, they can be defeated with careful planning and strategic approaches. Due to their association with the Shadowfell, spells and effects targeting creatures from that plane can be effective against them. Additionally, radiant-based spells or weapons can weaken a nightmare’s supernatural powers and cause significant harm.

An example of a successful encounter with a nightmare occurred in the realm of Elysium. A group of seasoned adventurers, armed with enchanted weapons imbued with radiant energy embarked on a mission to confront a fearsome nightmare terrorizing the innocent. By exploiting the creature’s vulnerability to radiant damage and employing spells that created light barriers, the adventurers could contain the nightmare’s movements and limit its ability to unleash chaos. Through coordinated teamwork, they could ultimately subdue the nightmare and send it back to the plane from which it came.

It is essential to note that engaging with nightmares requires utmost caution and preparation. Their speed and otherworldly abilities make them formidable opponents. Developing strategies that neutralize their mobility and capitalize on their weaknesses is key to ensuring success in combat.

Conclusion

In conclusion, nightmares are nightmarish creatures that embody darkness, fear, and destruction. With their equine form, fiery breath, and supernatural agility, nightmares are formidable adversaries that demand respect and careful planning. These malevolent creatures can be confronted and defeated by exploiting their weaknesses and utilizing radiant-based spells and effects.

Credits

The Nightmare is a DnD 5e Creature from the Monster Manual

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