Name | Nightmare |
---|---|
Sorted Name | Nightmare |
Family | Nightmare |
Size and Type | Large Outsider (evil, extraplanar) |
Hit Dice Count | 6 |
Hit Dice | 6d10+18 (51 hp) |
Random Hit Points | 6d10+18 - 18 |
Initiative | +6 |
Speed | 40 ft., fly 90 ft. (good) |
Armor Class | 19, 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/Reach | 10 ft./5 ft. |
Special Attacks | smoke |
Special Qualities | darkvision 60 ft.; |
Saves | Fort +8, Ref +7, Will +3 |
Abilities | Str 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 |
Environment | any (Abaddon) |
Challenge Rating | 5 |
Organization | solitary |
Treasure | none |
Alignment | NE |
Version | PRPG-O |
Sources | Pathfinder RPG (Open) |
NightmareThis 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 1,600NE Large outsider (evil, extraplanar)Init +6; Senses darkvision 60 ft.; Perception +12DEFENSEAC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, -1 size)hp 51 (6d10+18)Fort +8, Ref +7, Will +3OFFENSESpd 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 smokeSpell-Like Abilities (CL 6th)1/day (self plus 1 rider only)—plane shiftSTATISTICSStr 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12Base Atk +6; CMB +11; CMD 23 (27 vs. trip)Feats Alertness, Improved Initiative, RunSkills Fly +13, Intimidate +10, Knowledge (planes) +10, Perception +12, Sense Motive +12, Stealth +7, Survival +10Languages Abyssal, InfernalECOLOGYEnvironment any (Abaddon)Organization solitaryTreasure noneSPECIAL ABILITIESSmoke (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.
Attacks: bite +9 (1d4+4), 2 hooves +4 (1d6+2 plus 1d4 fire), or
feats: ALERTNESS, IMPROVED INITIATIVE, RUN, ,