Nightmare
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.
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.
- HP
- 51 (6d10+18)
- AC
- 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, -1 size)
- Speed
- 40 ft., fly 90 ft. (good)
- Init
- +6
- Melee
- bite +9 (1d4+4), 2 hooves +4 (1d6+2 plus 1d4 fire)
- Space
- 10 ft.
- Reach
- 5 ft.
- BAB
- +6
- CMB
- +11
- CMD
- 23 (27 vs. trip)
- Fort
- +8
- Ref
- +7
- Will
- +3
Weapons: Martial, Simple
Smoke — 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.
<p class="stat-block-1"> You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.</p>
Fly +13, Intimidate +10, Knowledge (planes) +10, Perception +12, Sense Motive +12, Stealth +7, Survival +10
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Uses feat: Alertness (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Run (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Plane Shift (Spell)House/Core — covered by the site's Section 15.
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