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Nightmare
Size & Type (subtype):Large Outsider (Evil)Hit Dice:6d8+18 (45)
Initiative:   +6 (+2 Dex, +4 Improved Initiative)   Speed:   40 ft., fly 90 ft. (good)  
Armor Class:   24 (-1 size, +2 Dex, +13 natural)   Attacks:   2 hooves +9 melee, bite +4 melee  
Damage:   Hoof 1d8+4 and 1d4 fire, bite 1d8+2   Face and Reach:   5 ft. by 10 ft./5 ft.  
Special Attacks:   Flaming hooves, smoke   Special Qualities:   Astral projection, etherealness  
Saving Throws  Fortitude: 8  
Reflex: 7  
Will: 6  
Abilities:   Str: 18
Dex: 15
Con: 16
Int: 13
Wis: 13
Cha: 12
Skills:   Intuit Direction +10, Listen +12, Move Silently +11,Search +10, Sense Motive +10, Spot +12   Feats:   Alertness, Improved Initiative  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary  
Challenge Rating:   5   Challenge Rating Value:   5  
Treasure:   None   Alignment:   Always neutral evil  
Advancement:   7-10 HD (Large); 11-18 HD (Huge)  

Description:  

Combat

Nightmares do battle by biting with their viperish fangs and kicking with their powerful legs. A nightmare can fight while mounted, but the rider cannot also fight unless he or she succeeds at a Ride check.

Flaming Hooves (Su): A blow from a nightmare's hooves sets combustible materials alight.

Smoke (Su): During the excitement of battle, a nightmare often snorts and neighs with rage. This fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed at a Fortitude save (DC 16) or suffer a -2 morale penalty to all attack and damage rolls until 1d6 minutes after they leave the cone. The nightmare gains one-half concealment against creatures 5 feet away and total concealment against creatures 10 feet away. The smoke does not obscure the nightmare's vision at all. The nightmare can suppress the smoke as a free action.

Astral Projection and Etherealness (Su): These function just like the spells of the same names as cast by a 20th-level sorcerer.

Carrying Capacity: A light load for a nightmare is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.

 

Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002