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.
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