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Horrid NightmareCreature 8


UncommonNELargeBeastFiend
Source Pathfinder Society Scenario #3-17: Dreams of a Dustbound Isle
Perception +16 (darkvision)
Languages Abyssal, Daemonic, Infernal
Skills Acrobatics +15, Athletics +18, Intimidation +17, Survival +16
Str +6, Dex +3, Con +3, Int +1, Wis +4, Cha +3

AC 27; Fort +17; Reflex +17; Will +14;
HP 150
Speed 40 feet (fly 90 feet)
Resistances Fire 5

Jaws One Action +19 (+14, +9) to hit (evil, magical) 2d10+10 Piercing + 1d6 Evil
Hoof One Action +19 (+15, +11) to hit (agile, evil, fire, magical) 1d6 Evil + 1d8+10 Bludgeoning + 1d8 Fire

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Smoke (aura)

15 feet Aura


The nightmare continually exhales black smoke that creates Concealment in an aura around it. Nightmares and their riders can see through this smoke. A creature that begins its turn in the area becomes Sickened 2 (DC 25 fortitude negates) and is then temporarily immune sickness from the smoke for 1 minute. The nightmare, its rider, any creature currently holding its breath (or that does not need to breathe), and any creature immune to poison are immune to the aura's sickened effect but not the concealment.

Flaming Gallop Two Actions (fire)

The nightmare Strides or Flies up to triple its Speed. Its hooves burst with intense flame, dealing 4d6 fire damage (DC 26 basic reflex save) once to each creature other than the nightmare's rider that the nightmare moves adjacent to during its gallop.


Divine Innate Spells (DC 24, +16 to hit)

7th Level: Plane Shift (Self and Rider Only)


Nightmares are flaming equine harbingers of death.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.