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    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

    Speed 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

    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.