jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Mage monster in D&D 5e.
Answer: Mage is a Medium humanoid (any alignment).
AC: 12 (dex), 15 (spell), HP: 40 (9d8), Speed: walk 30 ft..
Abilities: STR 9 DEX 14 CON 11 INT 17 WIS 12 CHA 11.
Senses: passive_perception 11. Languages: any four languages. CR: 6.

Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference. Special Abilities:
**Spellcasting:** The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:

- Cantrips (at will): fire bolt, light, mage hand, prestidigitation
- 1st level (4 slots): detect magic, mage armor, magic missile, shield
- 2nd level (3 slots): misty step, suggestion
- 3rd level (3 slots): counterspell, fireball, fly
- 4th level (3 slots): greater invisibility, ice storm
- 5th level (1 slot): cone of cold
Actions:
**Dagger:** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Question: Describe the Magma Mephit monster in D&D 5e.
Answer: Magma Mephit is a Small elemental (neutral evil).
AC: 11 (dex), HP: 22 (5d6), Speed: walk 30 ft., fly 30 ft..
Abilities: STR 8 DEX 12 CON 12 INT 7 WIS 10 CHA 10.
Senses: darkvision 60 ft., passive_perception 10. Languages: Ignan, Terran. CR: 0.5.

Special Abilities:
**Death Burst:** When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

**False Appearance:** While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.

**Innate Spellcasting:** The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.
Actions:
**Claws:** Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.

**Fire Breath:** The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
Question: Describe the Magmin monster in D&D 5e.
Answer: Magmin is a Small elemental (chaotic neutral).
AC: 14 (natural), HP: 9 (2d6), Speed: walk 30 ft..
Abilities: STR 7 DEX 15 CON 12 INT 8 WIS 11 CHA 10.
Senses: darkvision 60 ft., passive_perception 10. Languages: Ignan. CR: 0.5.

Special Abilities:
**Death Burst:** When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.

**Ignited Illumination:** As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 ft.
Actions:
**Touch:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a target takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.
Question: Describe the Mammoth monster in D&D 5e.
Answer: Mammoth is a Huge beast (unaligned).
AC: 13 (natural), HP: 126 (11d12), Speed: walk 40 ft..
Abilities: STR 24 DEX 9 CON 21 INT 3 WIS 11 CHA 6.
Senses: passive_perception 10. Languages: None. CR: 6.

A mammoth is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical. Special Abilities:
**Trampling Charge:** If the mammoth moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.
Actions:
**Gore:** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.

**Stomp:** Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.
Question: Describe the Manticore monster in D&D 5e.
Answer: Manticore is a Large monstrosity (lawful evil).
AC: 14 (natural), HP: 68 (8d10), Speed: walk 30 ft., fly 50 ft..
Abilities: STR 17 DEX 16 CON 17 INT 7 WIS 12 CHA 8.
Senses: darkvision 60 ft., passive_perception 11. Languages: None. CR: 3.

Special Abilities:
**Tail Spike Regrowth:** The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.
Actions:
**Multiattack:** The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.

**Bite:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

**Claw:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

**Tail Spike:** Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Question: Describe the Marilith monster in D&D 5e.
Answer: Marilith is a Large fiend (chaotic evil).
AC: 18 (natural), HP: 189 (18d10), Speed: walk 40 ft..
Abilities: STR 18 DEX 20 CON 20 INT 18 WIS 16 CHA 20.
Senses: truesight 120 ft., passive_perception 13. Languages: Abyssal, telepathy 120 ft.. CR: 16.

Special Abilities:
**Magic Resistance:** The marilith has advantage on saving throws against spells and other magical effects.

**Magic Weapons:** The marilith's weapon attacks are magical.

**Reactive:** The marilith can take one reaction on every turn in combat.
Actions:
**Multiattack:** The marilith can make seven attacks: six with its longswords and one with its tail.

**Longsword:** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

**Tail:** Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.

**Teleport:** The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Question: Describe the Mastiff monster in D&D 5e.
Answer: Mastiff is a Medium beast (unaligned).
AC: 12 (dex), HP: 5 (1d8), Speed: walk 40 ft..
Abilities: STR 13 DEX 14 CON 12 INT 3 WIS 12 CHA 7.
Senses: passive_perception 13. Languages: None. CR: 0.125.

Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts. Special Abilities:
**Keen Hearing and Smell:** The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions:
**Bite:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Question: Describe the Medusa monster in D&D 5e.
Answer: Medusa is a Medium monstrosity (lawful evil).
AC: 15 (natural), HP: 127 (17d8), Speed: walk 30 ft..
Abilities: STR 10 DEX 15 CON 16 INT 12 WIS 13 CHA 15.
Senses: darkvision 60 ft., passive_perception 14. Languages: Common. CR: 6.

Special Abilities:
**Petrifying Gaze:** When a creature that can see the medusa's eyes starts its turn within 30 ft. of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.
If the medusa sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.
Actions:
**Multiattack:** The medusa makes either three melee attacks--one with its snake hair and two with its shortsword--or two ranged attacks with its longbow.

**Snake Hair:** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.

**Shortsword:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

**Longbow:** Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.
Question: Describe the Merfolk monster in D&D 5e.
Answer: Merfolk is a Medium humanoid (neutral).
AC: 11 (dex), HP: 11 (2d8), Speed: walk 10 ft., swim 40 ft..
Abilities: STR 10 DEX 13 CON 12 INT 11 WIS 11 CHA 12.
Senses: passive_perception 12. Languages: Aquan, Common. CR: 0.125.

Special Abilities:
**Amphibious:** The merfolk can breathe air and water.
Actions:
**Spear:** Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.
Question: Describe the Merrow monster in D&D 5e.
Answer: Merrow is a Large monstrosity (chaotic evil).
AC: 13 (natural), HP: 45 (6d10), Speed: walk 10 ft., swim 40 ft..
Abilities: STR 18 DEX 10 CON 15 INT 8 WIS 10 CHA 9.
Senses: darkvision 60 ft., passive_perception 10. Languages: Abyssal, Aquan. CR: 2.

Special Abilities:
**Amphibious:** The merrow can breathe air and water.
Actions:
**Multiattack:** The merrow makes two attacks: one with its bite and one with its claws or harpoon.

**Bite:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

**Claws:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.

**Harpoon:** Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.
Question: Describe the Mimic monster in D&D 5e.
Answer: Mimic is a Medium monstrosity (neutral).
AC: 12 (natural), HP: 58 (9d8), Speed: walk 15 ft..
Abilities: STR 17 DEX 12 CON 15 INT 5 WIS 13 CHA 8.
Senses: darkvision 60 ft., passive_perception 11. Languages: None. CR: 2.

Special Abilities:
**Shapechanger:** The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn 't transformed. It reverts to its true form if it dies.

**Adhesive (Object Form Only):** The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

**False Appearance (Object Form Only):** While the mimic remains motionless, it is indistinguishable from an ordinary object.

**Grappler:** The mimic has advantage on attack rolls against any creature grappled by it.
Actions:
**Pseudopod:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

**Bite:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.
Question: Describe the Minotaur monster in D&D 5e.
Answer: Minotaur is a Large monstrosity (chaotic evil).
AC: 14 (natural), HP: 76 (9d10), Speed: walk 40 ft..
Abilities: STR 18 DEX 11 CON 16 INT 6 WIS 16 CHA 9.
Senses: darkvision 60 ft., passive_perception 17. Languages: Abyssal. CR: 3.

Special Abilities:
**Charge:** If the minotaur moves at least 10 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 ft. away and knocked prone.

**Labyrinthine Recall:** The minotaur can perfectly recall any path it has traveled.

**Reckless:** At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions:
**Greataxe:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

**Gore:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Question: Describe the Minotaur Skeleton monster in D&D 5e.
Answer: Minotaur Skeleton is a Large undead (lawful evil).
AC: 12 (natural), HP: 67 (9d10), Speed: walk 40 ft..
Abilities: STR 18 DEX 11 CON 15 INT 6 WIS 8 CHA 5.
Senses: darkvision 60 ft., passive_perception 9. Languages: understands Abyssal but can't speak. CR: 2.

Special Abilities:
**Charge:** If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Actions:
**Greataxe:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

**Gore:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Question: Describe the Mule monster in D&D 5e.
Answer: Mule is a Medium beast (unaligned).
AC: 10 (dex), HP: 11 (2d8), Speed: walk 40 ft..
Abilities: STR 14 DEX 10 CON 13 INT 2 WIS 10 CHA 5.
Senses: passive_perception 10. Languages: None. CR: 0.125.

Special Abilities:
**Beast of Burden:** The mule is considered to be a Large animal for the purpose of determining its carrying capacity.

**Sure-Footed:** The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions:
**Hooves:** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Question: Describe the Mummy monster in D&D 5e.
Answer: Mummy is a Medium undead (lawful evil).
AC: 11 (natural), HP: 58 (9d8), Speed: walk 20 ft..
Abilities: STR 16 DEX 8 CON 15 INT 6 WIS 10 CHA 12.
Senses: darkvision 60 ft., passive_perception 10. Languages: the languages it knew in life. CR: 3.

Actions:
**Multiattack:** The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

**Rotting Fist:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

**Dreadful Glare:** The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.
Question: Describe the Mummy Lord monster in D&D 5e.
Answer: Mummy Lord is a Medium undead (lawful evil).
AC: 17 (natural), HP: 97 (13d8), Speed: walk 20 ft..
Abilities: STR 18 DEX 10 CON 17 INT 11 WIS 18 CHA 16.
Senses: darkvision 60 ft., passive_perception 14. Languages: the languages it knew in life. CR: 15.

Special Abilities:
**Magic Resistance:** The mummy lord has advantage on saving throws against spells and other magical effects.

**Rejuvenation:** A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.

**Spellcasting:** The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:

- Cantrips (at will): sacred flame, thaumaturgy
- 1st level (4 slots): command, guiding bolt, shield of faith
- 2nd level (3 slots): hold person, silence, spiritual weapon
- 3rd level (3 slots): animate dead, dispel magic
- 4th level (3 slots): divination, guardian of faith
- 5th level (2 slots): contagion, insect plague
- 6th level (1 slot): harm
Actions:
**Multiattack:** The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

**Rotting Fist:** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

**Dreadful Glare:** The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.
Question: Describe the Nalfeshnee monster in D&D 5e.
Answer: Nalfeshnee is a Large fiend (chaotic evil).
AC: 18 (natural), HP: 184 (16d10), Speed: walk 20 ft., fly 30 ft..
Abilities: STR 21 DEX 10 CON 22 INT 19 WIS 12 CHA 15.
Senses: truesight 120 ft., passive_perception 11. Languages: Abyssal, telepathy 120 ft.. CR: 13.

Special Abilities:
**Magic Resistance:** The nalfeshnee has advantage on saving throws against spells and other magical effects.
Actions:
**Multiattack:** The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.

**Bite:** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.

**Claw:** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

**Horror Nimbus:** The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.

**Teleport:** The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Question: Describe the Night Hag monster in D&D 5e.
Answer: Night Hag is a Medium fiend (neutral evil).
AC: 17 (natural), HP: 112 (15d8), Speed: walk 30 ft..
Abilities: STR 18 DEX 15 CON 16 INT 16 WIS 14 CHA 16.
Senses: darkvision 120 ft., passive_perception 16. Languages: Abyssal, Common, Infernal, Primordial. CR: 5.

Special Abilities:
**Innate Spellcasting:** The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: detect magic, magic missile
2/day each: plane shift (self only), ray of enfeeblement, sleep

**Magic Resistance:** The hag has advantage on saving throws against spells and other magical effects.

**Night Hag Items:** A night hag carries two very rare magic items that she must craft for herself If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.
Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.
Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).
Actions:
**Claws (Hag Form Only):** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

**Change Shape:** The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

**Etherealness:** The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.

**Nightmare Haunting:** While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.
Question: Describe the Nightmare monster in D&D 5e.
Answer: Nightmare is a Large fiend (neutral evil).
AC: 13 (natural), HP: 68 (8d10), Speed: walk 60 ft., fly 90 ft..
Abilities: STR 18 DEX 15 CON 16 INT 10 WIS 13 CHA 15.
Senses: passive_perception 11. Languages: understands Abyssal, Common, and Infernal but can't speak. CR: 3.

Special Abilities:
**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.