SRD:Nightmare
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This material is published under the OGL 1.0a. |
NIGHTMARE
Nightmare | |
---|---|
Size/Type: | Large Outsider (Evil, Extraplanar) |
Hit Dice: | 6d8+18 (45 hp) |
Initiative: | +6 |
Speed: | 40 ft. (8 squares), fly 90 ft. (good) |
Armor Class: | 24 (–1 size, +2 Dex, +13 natural),, 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) |
Space/Reach: | 10 ft./5 ft. |
Special Attacks: | Flaming hooves, smoke |
Special Qualities: | Astral projection, darkvision 60 ft., etherealness |
Saves: | Fort +8, Ref +7, Will +6 |
Abilities: | Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12 |
Skills: | Concentration +12, Diplomacy +3, Intimidate +10, Knowledge (the planes) +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12, Survival +10 (+12 on other planes and following tracks) |
Feats: | Alertness, Improved Initiative, Run |
Environment: | A evil-aligned plane |
Organization: | Solitary Solitary |
Challenge Rating: | 5 |
Treasure: | None |
Alignment: | Always neutral evil |
Advancement: | 7–10 HD (Large); 11–18 HD (Huge) |
Level Adjustment: | +4 (cohort) |
A 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 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.
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.
SEE WIKIPEDIA ENTRY: Mare (Folklore)
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