NIGHTMARE
{{Monster Table
| style=
| creature=Nightmare
| size=Large | type= Outsider (Evil, Extraplanar)|
| hd=6d8+18 | hp=45
| init=+6
| speed= 40 ft. (8 squares), fly 90 ft. (good)
| ac= 24 (–1 size, +2 Dex, +13 natural), | touch= 11 | flat= 22
| bab= +6 | grapple=+14
| at= Hoof +9 melee (1d8+4 plus 1d4 fire)
| full_at= 2 hooves +9 melee (1d8+4 plus 1d4 fire) and bite +4 melee (1d8+2)
| space= 10 ft. | reach=5 ft.
| sa= Flaming hooves, smoke
| sq= Astral projection, darkvision 60 ft., etherealness
| fort= +8 | ref= +7 | will= +6
| 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
| env= A evil-aligned plane
| org= Solitary Solitary
| cr= 5
| treas= None
| align= Always neutral evil
| adv= 7–10 HD (Large); 11–18 HD (Huge)
| la= +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 Fortutude 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 Consitution-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: Nightmare- System Reference Document -> List of Creatures (SRD)
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Category:SRD Category:Creature Category:CR5 Category:Evil-Aligned Plane Category:Evil Alignment Category:Neutral (Law-Chaos) Alignment Category:Evil Subtype Category:Extraplanar Subtype Category:Fiend Category:Large Size Category:Outsider Type Category:LA4 Category:Cohort Category:Mount{{OGL Bottom|the System 3.5 Reference Document|SRD}}