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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.

ECOLOGY

Environment any (Abaddon)
Organization solitary
Treasure none

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.