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Greater Nightmare

Creature 11 — beast, fiend, unholy

CrasherAnvilLANDAERIALbeastfiendunholyfire

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; darkvision
Languages chthonian, daemonic, diabolic
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 (magical, reach-10, unarmed, unholy) +24, Damage 3d10+13 piercing
Melee Hoof (agile, fire, magical, unholy) +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

The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
Divine Innate Spells DC 30, attack +22
7th Interplanar Teleport (Self and Rider Only)

WORKS WELL WITH

SniperLAND / AERIALRanged damage keeps pressure on while the nightmare's flaming charges force the party to scatter.
WeaverLAND / AERIALAdditional area magic compounds the fire damage already threatened by the galloping charge.

PUNISHES

✖ clumping✖ standing still
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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