Library / Bestiary

Nightmare

CR 5.00 Outsider NE Large
This eerie horse-like creature's skin is an inky blackness. Fire spurts from its hair and nostrils, and its hooves spray sparks.

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.

STR
18
DEX
15
CON
16
INT
13
WIS
13
CHA
12
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.

Alertness from Feat

<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>

Run from Feat

<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

spell-like abilities:
1/day—Plane Shift
Details
Type
Outsider
Alignment
NE
Size
Large
Environment
any (Abaddon)
Organization
solitary
Treasure
none
Senses
darkvision 60 ft.; Perception +12
Languages
Abyssal, Infernal
Source
Bestiary
Sources Used in This Record
4 House/Core
  • Uses feat: Alertness (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Run (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Plane Shift (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.