Nightmare

A Nightmare often serves as a steed for a more powerful evil creature. Although it superficially resembles a shadowy black horse, a nightmare is intelligent, carnivorous, and cruel.

Large Shadow Magical Beast (Mount)

Initiative + 12 Senses Perception + 12; darkvision
HP 138; Bloodied 69
AC 27 (29 against opportunity attacks); Fortitude 26, Reflex 25, Will 24

Resist 20 fire; see also hell’s ride

Speed 10, teleport 10

Melee: Hooves (standard; at-will) ✦ Fire
+ 18 vs. AC; 1d8 + 6 damage, and ongoing 5 fire damage (save ends).

Hell’s Ride (while mounted by a friendly rider of 13th level or higher; at-will) ✦ Fire, Mount
The nightmare’s rider gains resist 20 fire.

Hooves of Hell (standard; recharge 5 or 6 ) ✦ Fire
The nightmare moves up to 10 squares. Each square the nightmare leaves is filled with fire to a height of 10 feet until the end of the nightmare’s next turn. Any creature that hits the nightmare with a melee attack during this move, or that enters one of the flaming squares, takes 10 fire damage.

Alignment Evil Languages
Skills Endurance + 19
Str 23 (+ 12) Dex 19 (+ 10) Wis 12 (+ 7)
Con 26 (+ 14) Int 5 (+ 3) Cha 15 (+ 8)

Nightmare

Wanted: Treasure and Fame HopeHarte HopeHarte