Nightmare, Cauchemar | CR 11 |
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Always NE Huge Outsider (Evil, Extraplanar) Init +6; Senses darkvision 60 ft.; Listen +21, Spot +21 Languages — |
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AC 26, touch 10, flat-footed 24 hp 172 (15 HD) Fort +16, Ref +11, Will +10 |
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Speed 40 ft., fly 90 ft. (good) Melee 2 hooves +23 (2d6+10 plus 1d4 fire) and bite +18 (2d6+5) Space 15 ft.; Reach 10 ft. Base Atk +15; Grp +33 Atk Options Cleave, Power Attack |
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Abilities Str 31, Dex 14, Con 24, Int 16, Wis 12, Cha 12 SQ astral projection, etherealness Feats Alertness, Cleave, Improved Initiative, Power Attack, Run, Track Skills Bluff +19, Concentration +25, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +21, Knowledge (arcana) +21, Knowledge (the planes) +21, Listen +21, Move Silently +20, Search +21, Sense Motive +19, Spot +21, Survival +19 (+21 on other planes and following tracks) Level adjustment +4 (cohort) |
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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 24 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.
Carrying Capacity A light load for a cauchemar is up to 612 pounds; a medium load, 613-1,224 pounds; and a heavy load, 1,225-1,840 pounds |