Navigation

    Bestiary‎ > ‎(Bestiary) By Type‎ > ‎Outsiders‎ > ‎Nightmare‎ > ‎

    Nightmare, Advanced


    Advanced Nightmare CR 6

    XP 2,400
    NE Large outsider (evil, extraplanar)
    Init +8; Senses darkvision 60 ft.; Perception +14

    DEFENSE

    AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, –1 size)
    hp 63 (6d10+30)
    Fort +10, Ref +9, Will +5

    OFFENSE

    Speed 40 ft., fly 90 ft. (good)
    Melee bite +11 (1d4+6), 2 hooves +6 (1d6+3 plus 1d4 fire)
    Space 10 ft.; Reach 5 ft.
    Special Attacks smoke
    Spell-Like Abilities (CL 6th, concentration +9)

    1/day (self plus 1 rider only)—plane shift

    STATISTICS

    Str 22, Dex 19, Con 20, Int 17, Wis 17, Cha 16
    Base Atk +6; CMB +13; CMD 27 (31 vs. trip)
    Feats Alertness, Improved Initiative, Run
    Skills Acrobatics +10, Escape Artist +10, Fly +15, Intimidate +12, Knowledge (planes) +12, Perception +14, Sense Motive +14, Stealth +9, Survival +12
    Languages Abyssal, Infernal

    SPECIAL ABILITIES

    Smoke (Su)

    In battle, a nightmare exhales smoke that chokes and blinds foes, filling a 15-foot cone each round as a free action. Anyone in the cone must succeed on a DC 16 Fortitude save or become sickened until 1d6 minutes after leaving the area. This smoke acts as obscuring mist for the purposes of concealment. The smoke persists for 1 round. The save DC is Constitution-based.