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    Nightmare Mount (Unhallowed Bloody Skeletal Champion Nightmare)


    Nightmare Mount CR 6

    XP 2,400
    Unhallowed bloody skeletal champion nightmare
    NE Large undead (extraplanar)
    Init +7; Senses darkvision 60 ft.; Perception +10

    DEFENSE

    AC 19, touch 12, flat-footed 16 (+5 armor, +3 Dex, +2 natural, –1 size) (+2 vs. good creatures)
    hp 76 (8d8+40); fast healing 4
    Fort +4, Ref +5, Will +7; +2 vs. good creatures
    Defensive Abilities channel resistance +4, DR 5/bludgeoning; Immune cold, undead traits

    OFFENSE

    Speed 30 ft., fly 60 ft. (good)
    Melee bite +10 (1d6+5), 2 hooves +5 (1d6+2 plus 1d4 fire)
    Space 10 ft.; Reach 5 ft.
    Special Attacks smoke (DC 16)
    Spell-Like Abilities (CL 6th; concentration +8)

    1/dayplane shift (self plus 1 rider only)

    TACTICS

    Morale A nightmare mount fights until reduced to 0 hit points, but rejuvenates 1 hour later if not properly destroyed.

    STATISTICS

    Str 20, Dex 17, Con —, Int 13, Wis 13, Cha 14
    Base Atk +6; CMB +12; CMD 25 (29 vs. trip)
    Feats Alertness, Improved InitiativeB, Improved Natural Attack (bite), Run, Toughness
    Skills Fly +12, Intimidate +13, Knowledge (planes) +5, Knowledge (religion) +8, Perception +10, Sense Motive +10, Stealth +6
    Languages Abyssal, Infernal
    SQ deathless
    Gear scale mail barding

    SPECIAL ABILITIES

    Deathless (Su)

    Instead of being destroyed when reduced to 0 hit points (as normal undead), a nightmare mount returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A nightmare mount is permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.

    Smoke (Su)

    In battle, a nightmare mount 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.