Greater Nightmare
Creature 11 — beast, fiend, unholy
The enormous greater nightmare is valued for its ability to invade other realities with its rider. Nightmares are flaming equine harbingers of death.
Source: pathfinder-monster-core
Perception +22
Skills acrobatics +23, athletics +24, intimidation +22, survival +20
Str
+7
Dex
+4
Con
+5
Int
+2
Wis
+5
Cha
+3
AC 31
Fort +25
Ref +24
Will +21
HP 200
Resistances fire 15
Speed 60 feet, fly 120 feet
Offense
Melee Jaws +24, Damage 3d10+13 piercing
Melee Hoof +24, Damage 2d8+10 bludgeoning plus 2d6 fire
Abilities
Smoke (aura) — 20 feet.
The nightmare continually exhales black smoke. Creatures within the aura are Concealed to those outside it, and creatures outside the aura are concealed to creatures within it. Nightmares and their riders can see through this smoke.
A creature that begins its turn in the area must succeed at a DC 28 Fortitude save or be Sickened 2. It's then temporarily immune to being sickened by the smoke for 1 minute. This is an inhaled poison, and the nightmare and its rider are immune to it.
Flaming Gallop (divine, fire, unholy) — The nightmare Strides or Flies up to triple its Speed. Its hooves burst with intense flame, dealing 6d6 fire damage with a DC 30 Reflex save to each creature other than the nightmare's rider that the nightmare moves adjacent to during its gallop. Each creature can be affected only once during a single use of Flaming Gallop.
Trample — Large or smaller, hoof, DC 30 Reflex
Trample
Spells
Interplanar Teleport (Self and Rider Only) (rank 7)
Run Greater Nightmare in the encounter builder — free, no install.
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