Nightmare
Large Outsider (Evil, Extraplanar) — CR 5
Nightmare is a D&D 3.5 monster from MM, p. 194. CR 5, HD 6d8+18 (45 hp).
- Hit Dice
- 6d8+18 (45 hp)
- Initiative
- +6
- Speed
- Land 40 ft
- Armor Class
- 24, 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)
- STR
- 18
- DEX
- 15
- CON
- 16
- INT
- 13
- WIS
- 13
- CHA
- 12
- Fort / Ref / Will
- +8 / +7 / +6
- Challenge Rating
- 5
- Alignment
- Always Neutral-Evil
- Organization
- Solitary
- Treasure
- None
- Environment
- Gray Wastes of Hades
- Level Adjustment
- +4
Special Abilities
Feats
At first glance, this creature looks like a large, powerful horse with a jet-black coat. A closer look, however, reveals its true nature. Flames wreathe its steely hooves, trail from its flared nostrils, and smolder in the depths of its dark eyes.
Description
Nightmares are proud equine creatures with hearts as black and evil as the dark abysses from which they come. They dwell on the plane of Hades.
A nightmare is a wild and restless creature. It roams the world doing evil and haunting the dreams of all who dare cross it. Although it has no wings, the creature can fly with great speed.
A nightmare is about the size of a light war horse.
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.
Combat
A nightmare does battle by biting with its viperish fangs and kicking with its powerful legs. 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.