understands Abyssal, Common, and Infernal but can't speak
Traits
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.
How many nightmares for a fight?
A nightmare is worth 700 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many nightmares fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Party level
Low
Moderate
High
2nd
—
—
1
3rd
—
1
2
4th
1
2
2
5th
2
4
6
6th
3
5
8
7th
4
7
9
8th
5
9
12
9th
7
11
12+
10th
9
12+
12+
11th
10
12+
12+
12th
12
12+
12+
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
How the nightmare compares at CR 3
Against the 21 other challenge 3 monsters in the SRD 5.1, the nightmare has more hit points than 16 of them, which makes it one of the toughest at its CR. See every CR 3 monster.
Statistic
Nightmare
CR 3 average
Armor Class
13
14.1
Hit points
68
59
Best attack bonus
+6
+5
Nightmare 2024 stat block
The 2024 Monster Manual revised the nightmare, and the SRD 5.2 carries the new stat block. What changed:
Speed: 60 ft., fly 90 ft. → 60 ft., fly 90 ft. (hover).
Armor Class
13
Hit Points
68 (8d10 + 24)
Speed
60 ft., fly 90 ft. (hover)
Challenge
3 (700 XP)
STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
16 (+3)
10 (+0)
13 (+1)
15 (+2)
Damage immunities
fire
Senses
passive Perception 11
Languages
Understands Abyssal, Common, and Infernal but can’t speak
Traits
Confer Fire Resistance. The nightmare can grant Resistance to Fire damage to a rider while it is on the nightmare.
Illumination. The nightmare sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
Actions
Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 10 (3d6) Fire damage.
Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it teleport to the Ethereal Plane from the Material Plane or vice versa.