Last Modified: 3/19/2025 2am

While the ferrymares were supposed to be gentle giants whose fiery light guided souls to their final resting place, one mare burned too bright for Anapavla's quiet atmosphere. The mare heard stories of bloodshed and war from the dead mortals, and such stories only fueled her fire. When she left Anapavla to seek out such adventures, none of the other Ferrymares tried to stop her, grateful for her new absence.

Nemain explored the mortal world before she was found by Evlaveia. Though at first the Aasimon was jealous and guarded against their replacement, Evlaveia soon realized that Nemain too was an outcast of Anapavla. The two of them made a deal. From then on, Nemain would allow Evlaveia and their descendants to ride her, and in turn Nemain would get to experience many adventures and battles.

Nemain

Large Fiend, Neutral

Unarmored AC: 13

Armored AC: 17 (scale mail)

HP: 68

STR 18

DEX 12

CON 14

INT 12

WIS 8

CHA 6

+4

+1

+2

+1

-1

-2

Passive Perception: 11 | Prof: +4 | Speed Walking: 60ft | Carry Capacity: 480lb

Languages: Common, Infernal (can’t speak), Telepathy (within 1 mile of Winem)

Immunities: Fire

Traits

Confer Fire Resistance. The ferrymare can grant resistance to fire damage to anyone riding it.

Illumination. The ferrymare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if you’re within 5 feet of it.

Hidden Fire: The ferrymare can disguise its true form as a lare black draft horse. Something about it is still unnerving though.

Actions

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2d8 + 4 bludgeoning damage plus 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.

Otherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier (+3 CHA), reach 5 ft. Hit: 1d8 plus the spell’s level of Necrotic damage.

Bonus Action

Fell Glare 1/1 (LR). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed can see. Failure: The target has the Frightened condition until the end of your next turn.