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Nightmare, Cauchemar

This towering, burning equine stands upon smoking hooves. Hellfire shimmers in its hateful eyes.

Cauchemar
CR 11

XP 12,800
NE Huge outsider ( evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +22
DEFENSE
AC 26, touch 10, flat-footed 24 (+2 Dex, +16 natural, –2 size)
hp 147 (14d10+70)
Fort +14, Ref +11, Will +7
OFFENSE
Speed 40 ft., fly 90 ft. (good)
Melee bite +22 (2d6+10), 2 hooves +17 (2d6+5 plus 1d6 fire)
Space 15 ft.; Reach 10 ft.
Special Attacks smoke (DC 22)
Spell-Like Abilities (CL 15th)
1/hour (self plus 1 rider only)— ethereal jaunt, plane shift
STATISTICS
Str 31, Dex 15, Con 21, Int 16, Wis 12, Cha 12
Base Atk +14; CMB +26; CMD 38 (42 vs. trip)
Feats Alertness, Cleave, Improved Initiative, Improved Overrun, Iron Will, Power Attack, Run
Skills Acrobatics +19, Bluff +18, Fly +19, Intimidate +18, Knowledge (arcana, planes) +20, Perception +22, Sense Motive +22, Stealth +11
Languages Abyssal, Infernal
SPECIAL ABILITIES

Smoke (Su)

In battle, a cauchemar 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 22 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

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.