Nightmare, Cauchemar

Huge Outsider (Evil, Extraplanar) — CR 9

Monster Manual v.3.5 (MM), p. 195Updated 3.5

Nightmare, Cauchemar is a D&D 3.5 monster from MM, p. 195. CR 9, HD 15d8+105 (172 hp).

Hit Dice
15d8+105 (172 hp)
Initiative
+8
Speed
Land 40 ft
Armor Class
26, touch 10, flat-footed 24
Base Attack / Grapple
+15/+33
Attack
Hoof +23 melee (2d6+10 plus 1d4 fire)
Full Attack
2 hooves +23 melee (2d6+10 plus 1d4 fire) and bite +18 melee (2d6+5)
STR
31
DEX
14
CON
24
INT
16
WIS
12
CHA
12
Fort / Ref / Will
+16 / +11 / +10
Challenge Rating
9
Alignment
Always Neutral-Evil
Organization
Solitary
Treasure
None
Environment
Gray Wastes of Hades
Level Adjustment
+4

Special Abilities

Flaming HoovesSmokeAstral ProjectionEtherealnessDarkvision

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.

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.

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.

Combat

A cauchemar 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 cauchemar’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 cauchemar’s hooves sets combustible materials alight.

Smoke (Su): During the excitement of battle, a cauchemar 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 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 cauchemar 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 cauchemar has concealment against creatures 5 feet away and total concealment against creatures 10 feet or farther away. The smoke does not obscure the cauchemar’s vision at all.

Astral Projection and Etherealness (Su): These abilities function just like the spells of the same names (caster level 20th); a cauchemar can use either at will.