3e SRD:Nightmare

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Nightmare

Size/Type: Large Outsider (Evil)
Hit Dice: 6d8+18 (45 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 40 ft., fly 90 ft. (good)
AC: 24 (-1 size, +2 Dex, +13 natural)
Attacks: 2 hooves +9 melee, bite +4 melee
Damage: Hoof 1d8+4 and 1d4 fire, bite 1d8+2
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Flaming hooves, smoke
Special Qualities: Astral projection, etherealness
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12
Skills: Intuit Direction +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12
Feats: Alertness, Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: 7-10 HD (Large); 11-18 HD (Huge)


Combat

Nightmares do battle by biting with their viperish fangs and kicking with their powerful legs. A nightmare can fight while mounted, but the rider cannot also fight unless he or she succeeds at a Ride check.

Flaming Hooves (Su): A blow from a nightmare's hooves sets combustible materials alight.

Smoke (Su): During the excitement of battle, a nightmare often snorts and neighs with rage. This fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed at a Fortitude save (DC 16) or suffer a -2 morale penalty to all attack and damage rolls until 1d6 minutes after they leave the cone. The nightmare gains one-half concealment against creatures 5 feet away and total concealment against creatures 10 feet away. The smoke does not obscure the nightmare's vision at all. The nightmare can suppress the smoke as a free action.

Astral Projection and Etherealness (Su): These function just like the spells of the same names as cast by a 20th-level sorcerer.

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.



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