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  1. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 + 4) bludgeoning damage plus (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. View All Monsters ». « search Monsters list. These D&D 5E Free Basic ...

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    • Rumors & Legends
    • Notable Nightmares
    • Appendix

    Nightmares were seemingly emaciated stallions, approximately 6 feet (1.8 meters) tall at the shoulders, with night-black coats. On further examination, however, their warhorse-like exterior was revealed to be entirely superficial. They had huge heads, fangs like vipers, and malevolent dark eyes often illuminated by red-hot flames, and they spouted ...

    Nightmares were callous and cruel creatures that stalked those they could victimize. They displayed hatred towards all life on the Material Plane and exhibited an infernal intelligence unseen in true beasts.Rather than simply murder their targets, they used their supernatural powers to strike terror in them first, making them fear for their lives a...

    The titular power of nightmares was their ability to appear in dreams, either before the victim had encountered them in the flesh in a kind of ill omen or in the minds of survivors after a terrifying attack. They could shift to the astral and ethereal planes, as well as the Shadowfell, at will, and despite their lack of wings they could magically f...

    With tooth and hoof, nightmares savaged most creatures they came across. Beings from the lower planes were typically spared from their fury but other entities weren't so lucky, particularly those from the Material Plane. They utilized hit-and-run tactics, targeting separated members of groups and blocking off means of escape through fires, speed, a...

    Nightmares of the Shadowfell were unique in their tendency to hunt in small, predatory herds similar to wolf packs. They haunted untraveled roads, either in the Shadowfell or Material Plane, looking for the rare, night-going wanderers to prey upon.Passages known as "ember ways", so-called because of the smoking hoofprints left behind in the wake of...

    Nightmares had no actual connection to real horses and were only semi-material beings lacking the need to breathe, although they could become tired. They could easily carry hundreds of pounds and, so long as there was space on their backs, could carry any amount of undead. Up to 120 pounds (54 kilograms) of goldcould be carried to and from the ethe...

    Aging nightmares showed gray hairs on their black coats or a hunched posture. When their time of death approached, nightmares made their way to the third layer of Hades, Pluton, to a spot called the Hill of Boneto die, normally bringing ruin to their former masters in the process. The Hill of Bone was a massive graveyard, a mountainous heap of bone...

    The devil duke Alloces claimed to have created the original nightmares alongside numerous other bestial monsters and curses, but few scholars, wizardlyor religious, outside of his own followers believed him.

    Heavy inferno nightmare was a variety of these creatures found inhabiting the Shadowfell. Only the most capable individuals could hope to control and ride such beasts. Sin's Reward and Thunder of Hooves were rumored to have been agents of Vecnasent to spy on and report back on the activities of devils and demons. Further speculations were that the ...

    Further Reading

    1. Bruce R. Cordell, Gwendolyn F.M. Kestrel (July 2004). Planar Handbook. (Wizards of the Coast). ISBN 0-7869-3429-8.

    External Link

    1. Nightmare (Dungeons & Dragons) article at Wikipedia, The Free Encyclopedia.

  2. 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.

  3. 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.

  4. 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.

  5. Nightmare. The gods of nightmare sow chaos and insanity, manipulating the laws of reality to resemble that in a dream. They’re patrons of lunatics, creatures of chaos, and things that exist outside time and space.

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  7. 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. large.

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