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Nightmare

Nightmare

MapTool Token

NameNightmare
Sorted NameNightmare
FamilyNightmare
Size and TypeLarge Outsider (evil, extraplanar)
Hit Dice Count6
Hit Dice6d10+18 (51 hp)
Random Hit Points6d10+18 - 18
Initiative+6
Speed40 ft., fly 90 ft. (good)
Armor Class19, touch 11, flat-footed 17 (+2 Dex, +8 natural, -1 size)
Base Attack/Grapple+6/+CMB: +11CMD: 23 (27 vs. trip)
Attack

bite +9 (1d4+4), 2 hooves +4 (1d6+2 plus 1d4 fire)

Space/Reach10 ft./5 ft.
Special Attackssmoke
Special Qualities

darkvision 60 ft.;

SavesFort +8, Ref +7, Will +3
AbilitiesStr 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12
Skills

Fly +13, Intimidate +10, Knowledge (planes) +10, Perception +12, Sense Motive +12, Stealth +7, Survival +10

Feats

Alertness, Improved Initiative, Run

Environmentany (Abaddon)
Challenge Rating5
Organization

solitary

Treasurenone
AlignmentNE
VersionPRPG-O
SourcesPathfinder RPG (Open)

Nightmare

This eerie horse-like creature's skin is an inky blackness. Fire spurts from its hair and nostrils, and its hooves spray sparks.



Nightmare

CR 5

XP 1,600
NE Large outsider (evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +12

DEFENSE

AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, -1 size)
hp 51 (6d10+18)
Fort +8, Ref +7, Will +3

OFFENSE

Spd 40 ft., fly 90 ft. (good)
Melee bite +9 (1d4+4), 2 hooves +4 (1d6+2 plus 1d4 fire)
Space 10 ft.; Reach 5 ft.
Special Attacks smoke
Spell-Like Abilities (CL 6th)
1/day (self plus 1 rider only)—plane shift

STATISTICS

Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12
Base Atk +6; CMB +11; CMD 23 (27 vs. trip)
Feats Alertness, Improved Initiative, Run
Skills Fly +13, Intimidate +10, Knowledge (planes) +10, Perception +12, Sense Motive +12, Stealth +7, Survival +10
Languages Abyssal, Infernal

ECOLOGY

Environment any (Abaddon)
Organization solitary
Treasure none

SPECIAL ABILITIES

Smoke (Su) In battle, a nightmare exhales smoke that chokes and blinds foes, filling a 15-foot cone each round as a free action. Anyone in the cone must succeed on a DC 16 Fortitude save or become sickened until 1d6 minutes after leaving the area. This smoke acts as obscuring mist for the purposes of concealment. The smoke persists for 1 round. The save DC is Constitution-based.


Nightmares are flaming harbingers of death. They allow only the most evil of creatures to ride them, and are never mere mounts, but rather willing partners in destruction.

Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.

Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.

The Open content displayed above has been reproduced without permission from the copyright holder.


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feats: ALERTNESS, IMPROVED INITIATIVE, RUN, ,


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