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|Size/Type:||Large Outsider (Evil, Extraplanar)|
|Hit Dice:||6d8+18 (45 hp)|
|Speed:||40 ft. (8 squares), fly 90 ft. (good)|
|Armor Class:||24 (–1 size, +2 Dex, +13 natural),, touch 11, flat-footed 22|
|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|
|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.
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.
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)