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|Size/Type:||Large Outsider (Evil)|
|Hit Dice:||6d8+18 (45 hp)|
|Initiative:||+6 (+2 Dex, +4 Improved Initiative)|
|Speed:||40 ft., fly 90 ft. (good)|
|AC:||24 (-1 size, +2 Dex, +13 natural)|
|Attacks:||2 hooves +9 melee, bite +4 melee|
|Damage:||Hoof 1d8+4 and 1d4 fire, bite 1d8+2|
|Face/Reach:||5 ft. by 10 ft./5 ft.|
|Special Attacks:||Flaming hooves, smoke|
|Special Qualities:||Astral projection, etherealness|
|Saves:||Fort +8, Ref +7, Will +6|
|Abilities:||Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12|
|Skills:||Intuit Direction +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12|
|Feats:||Alertness, Improved Initiative|
|Climate/Terrain:||Any land and underground|
|Alignment:||Always neutral evil|
|Advancement:||7-10 HD (Large); 11-18 HD (Huge)|
CombatNightmares do battle by biting with their viperish fangs and kicking with their powerful legs. A nightmare can fight while mounted, but the rider cannot also fight unless he or she succeeds at a Ride check.
Flaming Hooves (Su): A blow from a nightmare's hooves sets combustible materials alight.
Smoke (Su): During the excitement of battle, a nightmare often snorts and neighs with rage. This fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed at a Fortitude save (DC 16) or suffer a -2 morale penalty to all attack and damage rolls until 1d6 minutes after they leave the cone. The nightmare gains one-half concealment against creatures 5 feet away and total concealment against creatures 10 feet away. The smoke does not obscure the nightmare's vision at all. The nightmare can suppress the smoke as a free action.
Astral Projection and Etherealness (Su): These function just like the spells of the same names as cast by a 20th-level sorcerer.
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.
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