Nightmare
( Monster Manual v.3.5, p. 194)RaceSize object (6) Outsider (Evil , Extraplanar)
Hit dice: 6d8+18
Initiative: +6
Speed: 40 ft. , 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
Feats: Alertness, Improved Initiative, Run
Environment: Gray Waste of Hades
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: 7-10 HD (Large); 11-18 HD (Huge)
Level adjustment: +4
At first glance, this creature looks like a large, powerful horse with a jet-black coat. A closer look, however, reveals its true nature. Flames wreathe its steely hooves, trail from its flared nostrils, and smolder in the depths of its dark eyes.
Nightmares are proud equine creatures with hearts as black and evil as the dark abysses from which they come. They dwell on the plane of Hades.
A nightmare is a wild and restless creature. It roams the world doing evil and haunting the dreams of all who dare cross it. Although it has no wings, the creature can fly with great speed. It seldom allows anyone to ride it, but particularly powerful and evil creatures have been known to make maounts of nightmares.
A nightmare is about the size of a light war horse.
Combat
A nightmare does battle by biting with its viperish fangs and kicking with its powerful legs. 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 exciement 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 a 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.