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Mareridt — Sons of Nightmare token & 5e stat block by Clay Cyanide

Mareridt

Sons of Nightmare

gape-mawed flying predator of the Sons of Nightmare

CR7
AC15
HP136
TypeLarge fiend (nightmare)

Mareridt — The Encounter

gape-mawed flying predator of the Sons of Nightmare · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Mareridt

Mareridt is the snatcher of the Sons of Nightmare, the gape-mawed flyer the flock uses to pluck a hero out of formation and break the party's shape. Norse and Nordic dread-tales name the mare that rides the sleeper and drags them down into the dark; Mareridt does it bodily, hooking prey in its claws and beating skyward while the rest of the warband closes on those left behind. It is no thinker, only appetite with wings, but in a flock that appetite is a tactic: isolate, lift, and let the brutes finish the abandoned. Those it carries off are seldom found, and never whole.

Run Mareridt in Sixty Seconds

Mareridt

Large fiend (nightmare), chaotic evil

CR 7 · 2,900 XP · GUIDELINE
AC 15 (natural armor) HP 136 (16d10+48) Speed 30 ft., fly 60 ft.
STR18+4
DEX17+3
CON17+3
INT8-1
WIS13+1
CHA14+2
SavesDex +6, Con +6
SkillsPerception +4, Stealth +6
Resistnecrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Sensesdarkvision 120 ft., passive Perception 14
Languagesunderstands Abyssal but speaks only in a wet shriek

Snatch and Soar. If Mareridt hits a Medium or smaller creature with both claws, it may grapple the target (escape DC 15) and fly up to 30 feet carrying it; the captive has disadvantage on its attacks until it escapes (signature).

Nightmare-Born. Mareridt is immune to being frightened and to magic that would put it to sleep.

Actions

Multiattack. Mareridt makes two Claw attacks and one Bite.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage plus 7 (2d6) necrotic damage.

Bonus Actions & Reactions

Fly-By (Bonus Action). Mareridt flies up to half its speed without provoking opportunity attacks.

All wings and gaping teeth, it stoops on a single target, hooks them in both claws, and carries the screaming away.

Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.

How It Fights — by Tier

Same creature, scaled threat. The traits never change; only the numbers move.

Tier 1Levels 1-4 · GUIDELINE
AC13HP52 (8d10+8) To-hit+5Save DC12

Dive on an isolated target, claw twice to grapple, and soar away to split them from the party. Drop them near your kin. Hunt the edges of the formation; do not brawl in the middle alone.

Tier 2Levels 5-10 · NATIVE
AC15HP136 (16d10+48) To-hit+7Save DC15

Pick the squishiest caster, land both claws for Snatch and Soar, and carry them off while Incubo and Hunllef pin the rest. Bite the captive mid-air, Fly-By to dodge ranged fire. Isolate for the warband.

Tier 3Levels 11-15 · GUIDELINE
AC18HP218 (23d10+92) To-hit+9Save DC17

Rip the party's key support out of the line each round, soar high, and let the flock collapse on those left. Be the Sons' kidnapper, not a stand-up fighter; never trade blows in the scrum solo.

Put Mareridt on the table

Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.

Get the STL on MyMiniFactory →

Clay Cyanide Companion Rules v1

How a bound creature acts

Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.

Questions, Asked at the Table

What CR is Mareridt?

Mareridt is CR 7 (2,900 XP) at its native Tier 2, with Tier 1 and Tier 3 statlines provided for scaling.

How does Mareridt fight alongside the rest of the Sons of Nightmare?

It is the flock's snatcher: it lifts an isolated hero out of formation and carries them off so the brutes like Incubo and Hunllef can overwhelm the party that remains.

Is Mareridt a boss I can run solo?

No. It has no legendary kit and feeds on a broken formation; run it with the rest of the Sons so its kidnap tactics actually split the party.

Tell Us How It Ran

Played Mareridt at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.