Nightmare
Nightmare
Simple Monster, XP 1050
Level 7 (+4)
"At first, we thought the mighty beast charged at us from the darkness, but once it moved past, our party a burning wreck, we realized it was the darkness."
——Simon Aglanoss, retired adventuring priest
The Nightmare has the same basic shape and appearance of a Light War Horse, but hails from the lower planes. It is an evil effigy of a mortal equine beast, with coal black skin, flaming hooves, eyes, and nostrils, as well as a bright, burning mane and tail. While unable to speak, it is extremely intelligent and does not take riders willingly, unless they prove themselves to be more powerful. A Nightmare will charge into combat without fear and trample its enemies with its smoldering hooves. The constant smoke and ash emitted from the monster’s nostrils provide it with a sulfurous cloak of darkness that make it difficult to track in combat, a fact the Nightmare is well aware of and will use to its advantage.
Awareness
22
Senses
Darkvision, Superior Hearing
Initiative
20/1d8
Hitpoints: 53
Healing Value: 10
Resilience: +4
Morale
1
AC
20/30
|
Touch
17
|
Fort
18
|
Reflex
18
|
Will
17
|
Defenses
Resistances: Fire (Imm), Daze Resist (2)
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
18 / 18
|
DEX
15 / 15
|
CON
16 / 16
|
INT
13 / 13
|
WIS
13 / 13
|
CHA
12 / 12
|
REC 9
Actions (+3 AP)
Standard Attacks (2 AP)
+10 vs AC (ArN 4)
Flaming Hooves [Supernatural, Fire]
1d8 + 4 (avg 9) Fire damage
Melee Reach 10ft • One creature
+10 vs AC (ArN 4)
Bite
1d8 + 4 (avg 9) Chopping damage
Melee Reach 10ft • One creature
1d8 + 4 (avg 9) Bludgeoning damage
Grapple +13
Special Attacks (3 AP)
+10 vs AC (ArN 4)
Rearing Strike [Supernatural, Fire] • Advanced • Pot 1d8+4, MR No
4d8 + 4 (avg 22) Fire damage
Melee Reach 10ft • One creature
The Nightmare rears back, coming down on up to two creatures within 5ft of each other.
+8 vs Fortitude
Trample [Supernatural, Fire] • Advanced • Pot 1d8+4, MR No
2d8 + 4 (avg 13) Fire damage
Melee Reach 10ft • All creatures the Nightmare moves through
The Nightmare moves up to its Skirmish speed, Trampling all creatures of medium size or smaller whose space it moves through. This movement does not provoke an Opportunity from targets of the attack.
Smoking Cloud [Supernatural] • Advanced • Pot 1d8+4, MR No
Area 20ft Diameter centered on Nightmare
The Nightmare emits roiling smoke from its nostrils, covering the area in a thick cloud. The cloud blocks Line of Perception (visual) and provides Superior Concealment (visual) to all creatures within it. The Nightmare's vision is unaffected by the cloud.
Move (1 AP), Double Move (3 AP)
Shift
5 ft
|
Skirmish
40 ft
|
Sprint
65 ft
|
Overland Movement
40 mi/day
Qualities
- Planar Movement: As a free action, whenever the Nightmare moves it may choose to shift into or out of either the Ethereal Plane or the Astral Plane.
- Blazing Hooves: The Nightmare's hooves are alight, dealing fire damage on a hit. Additionally, flammable materials touched by the Nightmare's hooves are set alight, often causing them to leave a blazing trail of hoof prints in their wake.
- Superior Hearing: +2 Racial bonus bonus to Listen checks and Awareness. (inc)
- Natural Armor: AC +3/+13, Ref +1 (inc)
Skills: Balance R3 (8), Jump R4 (11), Stealth R4 (6), Swim R1 (5), Listen R2 (8), Spot R4 (10), Orienteering R2 (6), Survival R3 (8), Investigate R2 (6), Coercion R2 (7), Deception R1 (3), Aloofness R1 (3), Bravery R3 (7), Intuition R2 (6), Suspicion R1 (4)
Feats: Fast Initiative, Daze Resistance
Philosophies: Rank 1 Mental, Rank 2 Physical, Rank 4 Infernal
Combat Training: Melee 2, Parry 2, Fort 2, Reflex 2, Will 2
Wits: +2, Brawn: +7
Equipment: None
Charm
+1
|
Coercion
+7
|
Deception
+3
|
Manipulation
+1
|
Persuasion
+2
|
Aloofness
+3
|
Bravery
+7
|
Intuition
+6
|
Tolerance
+1
|
Suspicion
+4
|
Social
Composure: 15
Languages:
Motives:
Prejudices: