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Pathfinder

Compendium

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Nightmare

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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.

Special Abilities

Smoke (Su) 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.

Attributes

AC
19, Touch 11, Flat-footed 17 (+2 Dex, +8 Natural, -1 Size)
Alignment
Ne
Base Atk
+6
CMB
+11
CMD
23 (27 Vs. Trip)
CR
CR 5
Cha
12
Con
16
Creature Type
Outsider (Evil, Extraplanar)
Dex
15
Environment
Any (Abaddon)
Feats
Alertness , Improved Initiative , Run
Fort
+8
HP
51 (6d10+18)
Init
Ne Large Outsider ( Evil , Extraplanar ) +6
Int
13
Languages
Abyssal, Infernal
Melee
Bite +9 (1d4+4), 2 Hooves +4 (1d6+2 Plus 1d4 Fire)
Organization
Solitary
Reach
5 Ft.
Ref
+7
Senses
Darkvision 60 Ft.; Perception +12
Size
Large
Skills
Fly +13, Intimidate +10, Knowledge (Planes) +10, Perception +12, Sense Motive +12, Stealth +7, Survival +10
Space
10 Ft.
Special Attacks
Smoke
Speed
40 Ft., Fly 90 Ft. (Good)
Spell-Like Abilities
(Cl 6th) 1/day (Self Plus 1 Rider Only)— Plane Shift
Str
18
Treasure
None
Will
+3
Wis
13
XP
1,600
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