SRD:Nightmare

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NIGHTMARE

Nightmare
Size/Type: Large Outsider (Evil, Extraplanar)
Hit Dice: 6d8+18 (45 hp)
Initiative: +6
Speed: 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: 24 (–1 size, +2 Dex, +13 natural),, touch 11, flat-footed 22
Base Attack/Grapple: +6/+14
Attack: Hoof +9 melee (1d8+4 plus 1d4 fire)
Full Attack: 2 hooves +9 melee (1d8+4 plus 1d4 fire) and bite +4 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Flaming hooves, smoke
Special Qualities: Astral projection, darkvision 60 ft., etherealness
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12
Skills: Concentration +12, Diplomacy +3, Intimidate +10, Knowledge (the planes) +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12, Survival +10 (+12 on other planes and following tracks)
Feats: Alertness, Improved Initiative, Run
Environment: A evil-aligned plane
Organization: Solitary Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: 7–10 HD (Large); 11–18 HD (Huge)
Level Adjustment: +4 (cohort)

A nightmare is about the size of a light war horse.

COMBAT

A nightmare can fight while carrying a rider, but the rider cannot also fight unless he or she succeeds on a Ride check.

A nightmare’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Flaming Hooves (Su): A blow from a nightmare’s hooves sets combustible materials alight.

Smoke (Su): During the excitement of battle, a nightmare snorts and neighs with rage. This snorting fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed on a DC 16 Fortitude save or take a –2 penalty on all attack and damage rolls until 1d6 minutes after leaving the cone. The cone lasts 1 round, and the nightmare uses it once as a free action during its turn each round. The save DC is Constitution-based.

Because of the smoke it gives off, a nightmare has concealment against creatures 5 feet away and total concealment against creatures 10 feet or farther away. The smoke does not obscure the nightmare’s vision at all.

Astral Projection and Etherealness (Su): These abilities function just like the spells of the same names (caster level 20th); a nightmare can use either at will.

Carrying Capacity: A light load for a nightmare is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.

SEE WIKIPEDIA ENTRY: Mare (Folklore)



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