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|This material is published under the OGL 1.0a.|
|Size/Type:||Huge Outsider (Evil, Extraplanar)|
|Hit Dice:||15d8+105 (172 hp)|
|Speed:||40 ft. (8 squares), fly 90 ft. (good)|
|Armor Class:||26 (–2 size, +2 Dex, +16 natural),, touch 10, flat-footed 24|
|Attack:||Hoof +23 melee (2d6+10 plus 1d4 fire)|
|Full Attack:||2 hooves +23 melee (2d6+10 plus 1d4 fire) and bite +18 melee (2d6+5)|
|Space/Reach:||15 ft./10 ft.|
|Special Attacks:||Flaming hooves, smoke|
|Special Qualities:||Astral projection, darkvision 60 ft., etherealness|
|Saves:||Fort +16, Ref +11, Will +10|
|Abilities:||Str 31, Dex 14, Con 24, Int 16, Wis 12, Cha 12|
|Skills:||Bluff +19, Concentration +25, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +21, Knowledge (arcana) +21, Knowledge (the planes) +21, Listen +21, Move Silently +20, Search +21, Sense Motive +19, Spot +21, Survival +19 (+21 on other planes and following tracks)|
|Feats:||Alertness, Cleave, Improved Initiative, Power Attack, Run, Track|
|Environment:||A neutral evil plane|
|Alignment:||Always neutral evil|
|Level Adjustment:||+4 (cohort)|
The cauchemar is a horrible, especially malevolent version of a nightmare. The sight of one of these great horrors bearing down is enough to shake the heart of the boldest champion.
A cauchemar nightmare is about the size of a light war horse.
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 24 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 cauchemar is up to 612 pounds; a medium load, 613–1,224 pounds; and a heavy load, 1,225–1,840 pounds.
SEE WIKIPEDIA ENTRY: Nightmare
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