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Nightmare

Column 1NightmareNightmare, Cauchemar
Large Outsider (Evil, Extraplanar)Huge Outsider (Evil, Extraplanar)
Hit Dice:6d8+18 (45 hp)15d8+105 (172 hp)
Initiative:+6+6
Speed:40 ft. (8 squares), fly 90 ft. (good)40 ft. (8 squares), fly 90 ft. (good)
Armor Class:24 (–1 size, +2 Dex, +13 natural), touch 11, flat-footed 2226 (–2 size, +2 Dex, +16 natural), touch 10, flat-footed 24
Base Attack/Grapple:+6/+14+15/+33
Attack:Hoof +9 melee (1d8+4 plus 1d4 fire)Hoof +23 melee (2d6+10 plus 1d4 fire)
Full Attack:2 hooves +9 melee (1d8+4 plus 1d4 fire) and bite +4 melee (1d8+2)2 hooves +23 melee (2d6+10 plus 1d4 fire) and bite +18 melee (2d6+5)
Space/Reach:10 ft./5 ft.15 ft./10 ft.
Special Attacks:Flaming hooves, smokeFlaming hooves, smoke
Special Qualities:Astral projection, darkvision 60 ft., etherealnessAstral projection, darkvision 60 ft., etherealness
Saves:Fort +8, Ref +7, Will +6Fort +16, Ref +11, Will +10
Abilities:Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12Str 31, Dex 14, Con 24, Int 16, Wis 12, 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)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, Improved Initiative, RunAlertness, Cleave, Improved Initiative, Power Attack, Run, Track
Environment:A evil-aligned planeA neutral evil plane
Organization:Solitary SolitarySolitary
Challenge Rating:511
Treasure:NoneNone
Alignment:Always neutral evilAlways neutral evil
Advancement:7–10 HD (Large); 11–18 HD (Huge)—
Level Adjustment:+4 (cohort)+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.

CAUCHEMAR​

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.

COMBAT​

The save DC for the cauchemar’s smoke attack (DC 24) is adjusted for its greater number of Hit Dice and higher Constitution score.

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.