Nightmare on Hooves

Nightmare on Hooves

Ah, the dreaded nightmare! An infernal steed that gallops through the realms, leaving a trail of fear and fire in its wake. These malevolent creatures are more than just fearsome mounts; they are harbingers of doom, capable of ferrying their masters across the planes with unholy speed.

Lore and Origin

The inferno steed is born from the darkest corners of the Abyssal Depths, often crafted by powerful fiends or dark sorcerers. Legends tell of infernal rituals where a once noble horse is subjected to unspeakable horrors, transforming it into a creature of pure malevolence. These steeds are bound to the will of their creators, serving as mounts, scouts, and war beasts in infernal armies.

Strengths and Weaknesses

Strengths:

  • Ethereal Stride: Nightmares can shift between the Material Plane and the Ethereal Plane, making them elusive and difficult to pin down.

  • Hellfire Hooves: Their hooves ignite the ground they tread, dealing fire damage with each strike and leaving a burning path.

  • Immunity to Fire: Nightmares laugh in the face of fire-based attacks, shrugging off flames as if they were nothing.

  • Speed and Mobility: These creatures boast incredible speed and can fly, making them formidable foes in both grounded and aerial combat.

Weaknesses:

  • Vulnerability to Radiant Damage: As creatures of darkness, nightmares are particularly susceptible to radiant damage.

  • Limited Physical Defenses: While they are agile and elusive, their physical defenses are not particularly robust. A well-placed strike can bring them down.

  • Bound by Servitude: Nightmares are often bound to their masters and can be controlled through magical means. Breaking this bond can leave them vulnerable and aimless.

Tactics for Dungeon Masters:

When employing nightmares in your campaign, leverage their speed and etherealness to create dynamic encounters. Here are some tactics:

  • Ambush Predators: Have nightmares use their Ethereal Stride to approach the party unseen, then strike with surprise and speed.
  • Hit-and-Run: Utilize their speed and flying ability for hit-and-run tactics. They can swoop in, deliver devastating blows, and retreat before the party can mount a proper defense.
  • Infernal Mounts: Nightmares can serve as mounts for more powerful fiends or dark spellcasters, adding an extra layer of threat to any encounter.
  • Environmental Advantages: Use terrain that complements their abilities, such as fiery or volcanic regions, where their immunity to fire gives them an edge.

Average Player Level Recommendations

  • APL 3-5: A single nightmare can be a deadly encounter for a party of this level, especially if it has the element of surprise or environmental advantages.

  • APL 6-8: At this level, a nightmare can serve as a challenging foe or as a mount for a more powerful adversary.

  • APL 9-11: Multiple nightmares or a nightmare paired with a powerful rider can provide a formidable challenge.

Social Structure and Pack Information:

Nightmares are solitary by nature, often found alone or serving under the command of a powerful master. They do not form packs or herds like their more mundane counterparts. Instead, they are summoned or created individually for specific purposes.

  • Lone Predators: Most nightmares operate alone, serving their master's commands.
  • Bound Servants: They are often bound to a master, whether a fiend, necromancer, or dark sorcerer, and will fiercely protect their summoner.
  • Purpose-Driven: Each nightmare has a specific purpose or mission, making them relentless in the pursuit of their goals.

Things to Remember

The nightmare is a creature of fear and fire, perfect for adding a touch of infernal menace to your campaign. Use them wisely, and they can provide unforgettable encounters for your players.

Strategies for Adventurers

  • Radiant Weapons and Spells: Utilize radiant damage to exploit their vulnerability.
  • Grounding the Beast: Use spells or abilities that can limit their mobility or force them to the ground.
  • Breaking the Bond: If the nightmare is bound to a master, focusing on severing this bond can render it powerless.
  • Preparedness for Fire: Equip the party with fire-resistant. 

Download Our Nightmare Quest
Hellfire on the Horizon!
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Hellfire on the Horizon

Battle in a fiery wasteland against an infernal nightmare, where danger lurks at every turn.

A 1-Hour Mini-Adventure for 5th - 8th Level Characters

INTRODUCTION

In a fiery inferno's heart, a nightmare is a fearsome and majestic presence. This fiendish steed, often known as a “hell horse,” is wreathed in flames that dance along its muscular, ebony body. The nightmare's eyes burn with an intense, malevolent red glow, filled with hatred that pierces the soul.

Its mane and tail are not made of hair but of roaring fire, flickering and crackling as they lash through the air. The flames cast an eerie light, illuminating the surrounding landscape of charred earth and smoldering embers. The nightmare’s hooves are jagged and molten, leaving fiery prints with every step, and its nostrils exhale plumes of acrid smoke.

The creature’s ears are sharply pointed, constantly twitching as it listens for any sound of intrusion. Its teeth are sharp and menacing, visible as it snarls. The nightmare is often adorned with dark, infernal armor – plates of blackened metal that glow with heat, etched with sinister runes that pulse with a hellish light.

The background reveals a nightmarish landscape: a volcanic wasteland under a blood-red sky, where rivers of lava flow and ash rain down. Twisted, dead trees and jagged rocks add to the desolate scenery, with distant mountains spewing smoke and fire into the sky. The entire scene is a testament to the nightmare’s origin from the deepest, most fiery pits of the lower planes.

ENCOUNTER OVERVIEW

In the remote village of Brimstone Hollow, terror grips the hearts of its inhabitants. Night after night, a fiery horse known as the inferno steed gallops through the outskirts, leaving trails of charred hoofprints and spreading fear. The village elder, a wizened dwarf named Durin Fireforge, pleads for brave adventurers to investigate the cause of this haunting presence and end the steed's nightly rampage. The journey leads to the Ember Fields, a desolate plain marred by ancient volcanic activity, where the inferno steed's fiery menace must be confronted.

The nightmare appeared in the Ember Fields due to a recent disturbance. During a minor earthquake, an ancient, cursed relic buried deep beneath the fields was unearthed. This relic, an infernal artifact known as the Fiend's Beacon, has the power to summon and bind infernal creatures. The unintentional activation of this artifact drew the nightmare from the Abyssal Depths to the Ember Fields, compelling it to wreak havoc and protect the relic until its dark power can be fully realized

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