Nightmare, CauchemarCR 11

Always NE Huge Outsider (Evil, Extraplanar)

Init +6; Senses darkvision 60 ft.; Listen +21, Spot +21

Languages

AC 26, touch 10, flat-footed 24
(−2 size, +2 Dex, +16 natural)

hp 172 (15 HD)

Fort +16, Ref +11, Will +10

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

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)

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