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 5Source Pathfinder RPG Bestiary pg. 216 XP 1,600 NE 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 +3OffenseSpeed 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 shiftStatisticsStr 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, InfernalEcologyEnvironment any (Abaddon) Organization solitary Treasure 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.DescriptionNightmares 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.
The cauchemar is a more dangerous variant of the nightmare, particularly valued for its ability to enter the Ethereal Plane with its rider in addition to being able to use plane shift to invade other realities.Creatures in "Nightmare" Category
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