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Nightmares are horse-like fiends.

Description[]

Nightmares appear like black horses with their hooves, manes, and tails aflame.[1]

Abilities[]

The following abilities are taken from the Monster Manual, 5th Ed., but have not been demonstrated onstream.[1]

  • Confer Fire Resistance: The nightmare can give its rider resistance to fire damage.
  • Illumination: Sheds bright light in a 10-foot radius, and dim light for 10 feet around that.
  • Ethereal Stride: As an action, the nightmare and up to three willing creatures magically move between the Material Plane and the Ethereal Plane.

History[]

Nightmare cultists - Olivia Samson

Official art of cultists summoning a nightmare and its rider in the Umbra Hills, by Olivia Samson from Vox Machina Origins II 5.[art 2]

After Drath Mephruhn implanted a phylactery in Grog Strongjaw's chest, Vox Machina sought help to remove the artifact safely before Drath could possess Grog's body. To perform the necessary ritual, Eskil Ryndarien sent the party on a quest to retrieve two components, one of which was the skull of a nightmare. Ryndarien had heard rumors of a cult near Jorenn Village that danced with a fiery horse, and so half the party investigated there. They learned from Percival de Rolo about the cult, broke Percival out of prison, and together confronted the nightmare and its rider, a narzugon. After slaying the nightmare, they brought the skull back to Ryndarien, who used it to perform the ritual.[2][3]

As of about 836 PD, nightmares can be encountered in what once was a coliseum within the Betrayers' Rise.[4]

In 843 PD, when Bells Hells traveled to the Unseelie Court, they found a red-skinned guard (possibly a hobgoblin) riding a nightmare while leading a hunting party.[5]

Trivia[]

In "Critical Role EXTRA – Liam's Quest!" (Sx12), the lich Conan O'Brien rides a nightmare.[6]

References[]

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 See D&D: Monster Manual, 5th ed., p. 235.
  2. See "The Story of Vox Machina" (Sx06) at 2:10.
  3. See Vox Machina Origins Series II. The party is sent on the quest in Issue 4, the confrontation is in Issue 5, and the ritual is in Issue 6.
  4. See Call of the Netherdeep, p. 63.
  5. See "The Fey Key" (3x47) at 0:51:08.
  6. See "Critical Role EXTRA – Liam's Quest!" (Sx12) at 1:48:40.

Art:

  1. Depiction of a nightmare, by Conceptopolis from D&D: Monster Manual, pg. 235. This page contains unofficial Fan Content permitted under the Wizards of the Coast Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  2. Official art of cultists summoning a nightmare and its rider in the Umbra Hills, by Olivia Samson from Vox Machina Origins II 5. Used with permission.
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