CAUCHEMAR NIGHTMARE
{{Monster Table
| style=
| creature=Nightmare, Cauchemar
| size=Huge | type= Outsider (Evil, Extraplanar)
| hd=15d8+105 | hp=172
| init= +6
| speed= 40 ft. (8 squares), fly 90 ft. (good)
| ac= 26 (–2 size, +2 Dex, +16 natural), | touch= 10 | flat= 24
| bab= +15 | grapple=+33
| at= Hoof +23 melee (2d6+10 plus 1d4 fire)
| full_at= 2 hooves +23 melee (2d6+10 plus 1d4 fire) and bite +18 melee (2d6+5)
| space= 15 ft. | reach=10 ft.
| sa= Flaming hooves, smoke
| sq= Astral projection, darkvision 60 ft., etherealness
| fort= +16 | ref= +11 | will= +10
| 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
| env= A neutral evil plane
| org= Solitary
| cr= 11
| treas= None
| align=Always neutral evil
| adv= —
| la= +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.
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 24 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 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- System Reference Document -> List of Creatures (SRD)
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Category:SRD Category:Creature Category:Neutral Evil-Aligned Plane Category:CR11 Category:Neutral (Law-Chaos) Alignment Category:Evil Alignment Category:Evil Subtype Category:Extraplanar Subtype Category:Fiend Category:Huge Size Category:Outsider Type Category:LA4 Category:Cohort Category:Mount{{OGL Bottom|the System 3.5 Reference Document|SRD}}