SRD:Cauchemar Nightmare
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CAUCHEMAR NIGHTMARE
Nightmare, Cauchemar | |
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Size/Type: | Huge Outsider (Evil, Extraplanar) |
Hit Dice: | 15d8+105 (172 hp) |
Initiative: | +6 |
Speed: | 40 ft. (8 squares), fly 90 ft. (good) |
Armor Class: | 26 (–2 size, +2 Dex, +16 natural),, 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) |
Space/Reach: | 15 ft./10 ft. |
Special Attacks: | Flaming hooves, smoke |
Special Qualities: | Astral projection, darkvision 60 ft., etherealness |
Saves: | Fort +16, Ref +11, Will +10 |
Abilities: | Str 31, Dex 14, Con 24, Int 16, Wis 12, Cha 12 |
Skills: | Bluff +19, Concentration +25, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +21, Knowledge (arcana) +21, Knowledge (the planes) +21, Listen +21, Move Silently +20, Search +21, Sense Motive +19, Spot +21, Survival +19 (+21 on other planes and following tracks) |
Feats: | Alertness, Cleave, Improved Initiative, Power Attack, Run, Track |
Environment: | A neutral evil plane |
Organization: | Solitary |
Challenge Rating: | 11 |
Treasure: | None |
Alignment: | Always neutral evil |
Advancement: | — |
Level Adjustment: | +4 (cohort) |
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.
A cauchemar nightmare is about the size of a light war horse.
COMBAT
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 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 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.
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.
SEE WIKIPEDIA ENTRY: Nightmare
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