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)

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.

Variant: Cauchemar Nightmare, True Nightmare (CR 11)

[Source]

This towering jet black equine stands upon massive hooves, its eyes glowing with a dark violet energy.

Horrifying (Sp)

When a true nightmare hits with its natural attacks it inflicts horrid visions upon the victims of its strikes. With an eerie purple light, energy crackles through the natural attacks. It deals damage normally and the target must make a successful Will save (DC 22) or fall victim to horrible visions. If the target fails its Will save to disbelieve the horrible visions, it must then make a successful Fortitude save (DC 22) or fall unconscious for 1d3+1 round suffering 1d6 points of Wisdom damage each round (CL 15). If the target’s Fortitude save is successful, it is only rendered unconscious for 1 round. The effects of this ability do not stack. A creature that makes a successful Will save is immune to the effects of this true nightmare’s horrifying ability for 24 hours. This is a mind-affecting illusion, emotion, fear effect.

This ability replaces a cauchemar’s fire damage from its hooves attack.

Terrifying Gaze (Su)

Viewing a nightmare’s countenance inspires terror. Creatures that meet a true nightmare’s gaze within 30 ft. must succeed at a Will save (DC 22) or are driven insane with fear, developing an irrational fear of the true nightmare’s choice (usually all creatures of an equine appearance). When in the presence of his phobia, the affected creature must make a successful Will save (same DC) or gain the panicked condition. If the saving throw is made, the affected creature still becomes frightened. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effects of this insanity. This is a mind-affecting, emotion, fear effect.

This ability replaces a cauchemar’s smoke special attack.

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