Advanced Nightmare CR 6
Speed 40 ft., fly 90 ft. (good)
Melee bite +11 (1d4+6), 2 hooves +6 (1d6+3 plus 1d4 fire)
Space 10 ft.; Reach 5 ft.
Special Attacks smoke
Spell-Like Abilities (CL 6th, concentration +9)
1/day (self plus 1 rider only)—plane shift
Str 22, Dex 19, Con 20, Int 17, Wis 17, Cha 16
Base Atk +6; CMB +13; CMD 27 (31 vs. trip)
Feats Alertness, Improved Initiative, Run
Skills Acrobatics +10, Escape Artist +10, Fly +15, Intimidate +12, Knowledge (planes) +12, Perception +14, Sense Motive +14, Stealth +9, Survival +12
Languages Abyssal, Infernal
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.
Pathfinder RPG Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.