Nightmare

MapTool Token

NameNightmare
Sorted NameNightmare
FamilyNightmare
Size and TypeLarge Outsider (Evil, Extraplanar)
Hit Dice Count6
Hit Dice6d8+18 (45 hp)
Random Hit Points6d8+18 - 18
Initiative+6
Speed40 ft. (8 squares), fly 90 ft. (good)
Armor Class24 (-1 size, +2 Dex, +13 natural), touch 11, flat-footed 22
Base Attack/Grapple+6/+14
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/Reach10 ft./5 ft.
Special AttacksFlaming hooves, smoke
Special Qualities

Astral projection, darkvision 60 ft., etherealness

SavesFort +8, Ref +7, Will +6
AbilitiesStr 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

EnvironmentA evil-aligned plane
Challenge Rating5
Organization

Solitary Solitary

TreasureNone
AlignmentAlways neutral evil
Advancement7-10 HD (Large); 11-18 HD (Huge)
Level Adjustment+4 (cohort)
VersionSRD
SourcesSystem Reference Document
Stat_Block

Nightmare; CR 5; Large outsider (evil, extraplanar); HD 6d8+18; hp 45; Init +6; Spd 40 ft. (8 squares), fly 90 ft. (good); AC 24 (-1 size, +2 dex, +13 natural), touch 11, flat-footed 22; Base Atk +6; Grp +14; Atk +9 melee (1d8+4 plus 1d4 fire, hoof); Full Atk +9 melee (1d8+4 plus 1d4 fire, 2 hooves) and +4 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA Flaming hooves, smoke; SQ Astral projection, darkvision 60 ft., etherealness; AL NE; SV Fort +8, Ref +7, Will +6; Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12

Skills and Feats: 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); Alertness, Improved Initiative, Run

Nightmare

Nightmare
Large Outsider (Evil, Extraplanar)
Hit Dice:
6d8+18 (45 hp)
Initiative:
+6
Speed:
40 ft. (8 squares), fly 90 ft. (good)
Armor Class:
24 (-1 size, +2 Dex, +13 natural), touch 11, flat-footed 22
Base Attack/Grapple:
+6/+14
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
Organization:
Solitary Solitary
Challenge Rating:
5
Treasure:
None
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.

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.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Hoof +9 melee (1d8+4 plus 1d4 fire), or 2 hooves +9 melee (1d8+4 plus 1d4 fire) and bite +4 melee (1d8+2)

feats: ALERTNESS, IMPROVED INITIATIVE, RUN, ,