The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.
| Nightmare Large Outsider (Evil, Extraplanar) |
Nightmare, Cauchemar Huge Outsider (Evil, Extraplanar) |
|
|---|---|---|
| Hit Dice: | 6d8+18 (45 hp) | 15d8+105 (172 hp) |
| Initiative: | +6 | +6 |
| Speed: | 40 ft. (8 squares), fly 90 ft. (good) | 40 ft. (8 squares), fly 90 ft. (good) |
| Armor Class: | 24 (–1 size, +2 Dex, +13 natural), touch 11, flat-footed 22 | 26 (–2 size, +2 Dex, +16 natural), touch 10, flat-footed 24 |
| Base Attack/Grapple: | +6/+14 | +15/+33 |
| Attack: | Hoof +9 melee (1d8+4 plus 1d4 fire) | Hoof +23 melee (2d6+10 plus 1d4 fire) |
| Full Attack: | 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) |
| Space/Reach: | 10 ft./5 ft. | 15 ft./10 ft. |
| Special Attacks: | Flaming hooves, smoke | Flaming hooves, smoke |
| Special Qualities: | Astral projection, darkvision 60 ft., etherealness | Astral projection, darkvision 60 ft., etherealness |
| Saves: | Fort +8, Ref +7, Will +6 | Fort +16, Ref +11, Will +10 |
| Abilities: | Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12 | Str 31, Dex 14, Con 24, Int 16, Wis 12, Cha 12 |
| 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) | 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) |
| Feats: | Alertness, Improved Initiative, Run | Alertness, Cleave, Improved Initiative, Power Attack, Run, Track |
| Environment: | Gray Waste of Hades (or other evil-aligned plane) | Gray Waste of Hades (or other neutral evil-aligned plane) |
| Organization: | Solitary | Solitary |
| Challenge Rating: | 5 | 11 |
| Treasure: | None | None |
| Alignment: | Always neutral evil | Always neutral evil |
| Advancement: | 7–10 HD (Large); 11–18 HD (Huge) | — |
| Level Adjustment: | +4 (cohort) | +4 (cohort) |
Nightmare • Cauchemar Nightmare
At first glance, this creature looks like a large, powerful horse with a jetblack coat. A closer look, however, reveals its true nature. Flames wreathe its steely hooves, trail from its flared nostrils, and smolder in the depths of its dark eyes.
Nightmares are proud equine creatures with hearts as black and evil as the dark abysses from which they come. They dwell on the plane of Hades.
A nightmare is a wild and restless creature. It roams the world doing evil and haunting the dreams of all who dare cross it. Although it has no wings, the creature can fly with great speed. It seldom allows anyone to ride it, but particularly powerful and evil creatures have been known to make mounts of nightmares.
A nightmare is about the size of a light war horse.
A nightmare does battle by biting with its viperish fangs and kicking with its powerful legs. 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.
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.
Astral Projection and Etherealness (Su): Astral projection and etherealness 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.
Smoke (Su): During the excitement of battle, a cauchemar 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 cauchemar 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 cauchemar has concealment against creatures 5 feet away and total concealment against creatures 10 feet or farther away. The smoke does not obscure the cauchemar’s vision at all.
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.
Source: Monster Manual (version 3.5), page 194.