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Pathfinder Second Edition

Compendium

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Nightmare

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Nightmares are flaming equine harbingers of death.

Attributes

Nightmare

Creature 6

NELargeBeast, Fiend
  • Perception14; darkvision
  • LanguagesAbyssal, Daemonic, Infernal
  • Skills acrobatics 13 athletics 16 intimidation 14 survival 12
  • Str6Dex3Con3Int 1Wis4Cha2
  • AC 24 Fort15Ref15Will12
  • HP 100 Resistancesfire 10
  • Smoke 15 feet. The nightmare continually exhales black smoke that creates concealment in an aura around it. Nightmares and their riders can see through this smoke. A creature that begins its turn in the area becomes sickened 2 (DC 23 Fortitude negates) and is then temporarily immune sickness from the smoke for 1 minute. The nightmare, its rider, any creature currently holding its breath (or that does not need to breathe), and any creature immune to poison are immune to the aura’s sickened effect but not the concealment. A monster’s aura automatically affects everything within a specified emanation around that monster. The monster doesn’t need to spend actions on the aura; rather, the aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura. If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’ frightful presence if they have been around each other for a long time.
  • Speed40 feet, fly 90 feet
  • Melee jaws 16 (evil, magical) Damage2d10+6 piercing hoof 16 (agile, evil, fire, magical) Damage1d8+6 bludgeoning
  • Flaming Gallop (fire) The nightmare Strides or Flies up to triple its Speed. Its hooves burst with intense flame, dealing 3d6 (3d6) fire damage (DC 24 basic Reflex save) once to each creature other than the nightmare’s rider that the nightmare moves adjacent to during its gallop.
  • Divine Innate Spells DC 24; 7th plane shift (self and rider only)