Nightmare
Creature 6 — beast, fiend, unholy
Nightmares are flaming equine harbingers of death.
Source: pathfinder-monster-core
Perception +14
Skills acrobatics +13, athletics +16, intimidation +14, survival +12
Str
+6
Dex
+3
Con
+3
Int
+1
Wis
+4
Cha
+2
AC 24
Fort +15
Ref +15
Will +12
HP 100
Resistances fire 10
Speed 40 feet, fly 90 feet
Offense
Melee Jaws +16, Damage 2d10+8 piercing
Melee Hoof +16, Damage 1d8+8 bludgeoning plus 1d6 fire
Abilities
Smoke (aura) — 15 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 23 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 3d6 fire damage with a DC 24 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.
Spells
Interplanar Teleport (Self and Rider Only) (rank 7)
Run Nightmare in the encounter builder — free, no install.
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