NightmareCR 5

Always NE Large Outsider (Evil, Extraplanar)

Init +6; Senses darkvision 60 ft.; Listen +12, Spot +12

Languages

AC 24, touch 11, flat-footed 22
(−1 size, +2 Dex, +13 natural)

hp 45 (6 HD)

Fort +8, Ref +7, Will +6

Speed 40 ft., fly 90 ft. (good)

Melee 2 hooves +9 (1d8+4 plus 1d4 fire) and bite +4 (1d8+2)

Space 10 ft.; Reach 5 ft.

Base Atk +6; Grp +14

Abilities Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12

SQ astral projection, etherealness

Feats Alertness, Improved Initiative, Run

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)

Advancement 7-10 HD (Large); 11-18 HD (Huge)

Level adjustment +4 (cohort)

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.

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.

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.