Nightmare
Nightmares are proud equine creatures with hearts as black and evil as the dark abysses from which they come. They look like a large horse with a jet-black coat and a fiery mane, eyes, and hooves.A nightmare is about the size of a light war horse.
Source(s) 3.5E Monster Manual I, 3E Monster Manual I, Planescape Appendix 1, Outer Planes (MC8), 1E Monster Manual 1, Demons Campaign Setting, Monstrous Manual
Also Known As Hell Horse, a helhest (Danish “Hel horse”) is a three-legged horse associated with death. In time of plague, Hell rides about on a three-legged horse, destroying men. The helhest was originally the steed of the goddess Hel.
A nightmare that is described as a mare who “destroys mercifully.” The orginal Aganippe was the result of Poseidon’s raping of Demeter, and she punished the evil by bestowing upon them dreams terrible to behold
Nightmare | |
Large outsider (Evil,Extraplanar) | |
Hit Dice | 6d8+18 (45 hp) |
Initiative | +6 |
Speed | 40 ft. (8 squares), Fly 90 ft. (good) |
Armor Class | 24 (-1 size, +2 Dexterity, +13 natural), touch 11, flat-footed 22 |
Base Attack/Grapple | +6/+14 +15/+33 |
Attack | Hoof +9 melee (1d8+4 plus 1d4 fire) |
Full Attack | 2 hooves +9 melee (1d8+4 plus 1d4 fire) and bite +4 melee (1d8+2) |
Space/Reach | 10 ft./5 ft. |
Special Attacks | Flaming hooves, smoke |
Special Qualities | astral projection, Darkvision 60 ft., etherealness |
Saves | Fort +8, Ref +7, Will +6 |
Abilities | Strength 18, Dexterity 15, Constitution 16, Intelligence 13, Wisdom 13, Charisma 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) |
Feats | Alertness, Improved Initiative, Run |
Environment | A evil-aligned plane |
Organization | Solitary |
Challenge Rating | 5 |
Treasure | None |
Alignment | Always neutral evil |
Advancement | 7-10 HD (Large); 11-18 HD (Huge) – |
Level Adjustment | +4 (cohort) |
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.
Combat
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): 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.