Nightmare

Combat
Cauchemar

Nightmare

Nightmare, Cauchemar

Large Outsider (Evil, Extraplanar)

Huge Outsider (Evil, Extraplanar)

Hit Dice:

6d8+18 (45 hp)

15d8+105 (172 hp)

Initiative:

+6

+6

Speed:

40 ft. (8 squares), fly 90 ft. (good)

40 ft. (8 squares), fly 90 ft. (good)

Armor Class:

24 (-1 size, +2 Dex, +13 natural), touch 11, flat-footed 22

26 (-2 size, +2 Dex, +16 natural), touch 10, flat-footed 24

Base Attack/Grapple:

+6/+14

+15/+33

Attack:

Hoof +9 melee (1d8+4 plus 1d4 fire)

Hoof +23 melee (2d6+10 plus 1d4 fire)

Full Attack:

2 hooves +9 melee (1d8+4 plus 1d4 fire) and bite +4 melee (1d8+2)

2 hooves +23 melee (2d6+10 plus 1d4 fire) and bite +18 melee (2d6+5)

Space/Reach:

10 ft./5 ft.

15 ft./10 ft.

Special Attacks:

Flaming hooves, smoke

Flaming hooves, smoke

Special Qualities:

Astral projection, darkvision 60 ft., etherealness

Astral projection, darkvision 60 ft., etherealness

Saves:

Fort +8, Ref +7, Will +6

Fort +16, Ref +11, Will +10

Abilities:

Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12

Str 31, Dex 14, Con 24, Int 16, Wis 12, 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)

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, Improved Initiative, Run

Alertness, Cleave, Improved Initiative, Power Attack, Run, Track

Environment:

A evil-aligned plane

A neutral evil plane

Organization:

Solitary Solitary

Solitary

Challenge Rating:

5

11

Treasure:

None

None

Alignment:

Always neutral evil

Always neutral evil

Advancement:

7-10 HD (Large); 11-18 HD (Huge)

-

Level Adjustment:

+4 (cohort)

+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.

Cauchemar

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.

Combat

The save DC for the cauchemar's smoke attack (DC 24) is adjusted for its greater number of Hit Dice and higher Constitution score.

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.