Nightmare | Nightmare, Cauchemar |
|
6d8+18 (45 hp) |
15d8+105 (172 hp) |
|
+6 |
+6 |
|
40 ft. (8 squares), fly 90 ft. (good) |
40 ft. (8 squares), fly 90 ft. (good) |
|
24 (-1 size, +2 Dex, +13 natural), touch 11, flat-footed 22 |
26 (-2 size, +2 Dex, +16 natural), touch 10, flat-footed 24 |
|
+6/+14 |
+15/+33 |
|
Hoof +9 melee (1d8+4 plus 1d4 fire) |
Hoof +23 melee (2d6+10 plus 1d4 fire) |
|
2 hooves +9 melee (1d8+4 plus 1d4 fire) and bite +4 melee (1d8+2) |
2 hooves +23 melee (2d6+10 plus 1d4 fire) and bite +18 melee (2d6+5) |
|
10 ft./5 ft. |
15 ft./10 ft. |
|
Flaming hooves, smoke |
Flaming hooves, smoke |
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Astral projection, darkvision 60 ft., etherealness |
Astral projection, darkvision 60 ft., etherealness |
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Fort +8, Ref +7, Will +6 |
Fort +16, Ref +11, Will +10 |
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Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12 |
Str 31, Dex 14, Con 24, Int 16, Wis 12, Cha 12 |
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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) |
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) |
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Alertness, Cleave, Improved Initiative, Power Attack, Run, Track |
||
A evil-aligned plane |
A neutral evil plane |
|
Solitary Solitary |
Solitary |
|
5 |
11 |
|
None |
None |
|
Always neutral evil |
Always neutral evil |
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- |
||
+4 (cohort) |
+4 (cohort) |
A nightmare is about the size of a light war horse.
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.
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.
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.
The cauchemar is a horrible, especially malevolent version of a nightmare. The sight of one of these great horrors bearing down is enough to shake the heart of the boldest champion.
Dungeons and Dragons Nightmare - D&D 3.5 PBP RPG
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