Size:
± Large
Type:
± Outsider
Form:
Temper:
# App:
± 1
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 0
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 80'
Climb/Arboreal:
± 30 ft.
Flight:
± Fly'
Swim:
± 60 ft.
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
2 hooves (2d4+2)
Circumstance: Combat
2d4+2 hoof, 2d4 bite, or special
Offense
1 bite (2d4)
Circumstance: Combat
2d4+2 hoof, 2d4 bite, or special
Offense
1 breath (special)
Circumstance: Combat
2d4+2 hoof, 2d4 bite, or special
Special
Size Change
Nightmares are able to change sizes, from the size of a warhorse up to a giant form twice that size, but despite these changes their statistics (hit dice, attacks, and so on) are not affected. This ability allows them to serve as steeds for demons and devils of various sizes.
Special
Smoke Breath
A nightmare exhales a cloud of smoke that both blinds and chokes any living creature within 10 feet unless a successful saving throw vs. Dragon Breath is made. Those affected by the smoke suffer a penalty of -2 on all attack rolls while within the smoke-filled area. Note that after moving to a new location, one full round must pass before the nightmare's smoke cloud is fully formed in this new area; on the other hand, the smoke in its former location does not persist at all after the nightmare moves away.
Special
Flight
Nightmares can fly naturally despite having no wings, but they do so by apparently running in the air; they can ascend and descend at up to a 45-degree angle at the given movement rate, and cannot dive or perform other maneuvers as normal winged fliers do.
Environments
planar
Gaunt horses of the lower planes with glowing eyes and burning hooves
Nightmares, also known as Hell Steeds, are the horses of the lower planes. Nightmares are gaunt beasts with eyes that glow fiercely red and orange, fire and smoke blowing from their nostrils, and hooves that burn like fiery coals. Nightmares are able to change sizes, from the size of a warhorse up to a giant form twice that size, but despite these changes their statistics (hit dice, attacks, and so on) are not affected. This ability allows them to serve as steeds for demons and devils of various sizes. Night hags (page 154) and sometimes greater undead such as vampires, spectres, and liches may use nightmares as steeds.
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: BECMI
Action
3
1-12/2-12(x2)
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
any
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Very Rare
any
Offense
3 Attacks
Circumstance: Combat
1d6+4/1d6+4/2d4
Offense
Special Attacks
Circumstance: Combat
Burning hooves
Defense
Special Defenses
Circumstance: Combat
Noxious smoke
Special
Burning hooves
Hooves strike for 1d6+4 damage and will set any flammable objects they strike alight.
Special
Noxious smoke
Anyone within ten feet must save vs paralysis or suffer a -2 penalty 'to hit' and damage whilst in the vicinity.
Special
Flight
Can fly through the air at 360-ft (AA:IV) without wings. If ridden by a creature weighing more than 100 lbs, aerial agility level is reduced to III.
Special
Communication
Can understand what their riders ask of them but cannot speak. Can communicate with one another.
Special
Difficult to control
Strong sense of purpose makes them difficult to control; requires iron will or powerful magic for a rider to perpetually retain mastery.
Otherworldly black warhorse with blood red eyes, fiery nostrils, and burning hooves that serves as a mount for powerful evil beings
Nightmares serve as mounts for powerful evil beings. Whilst in shape they resemble large warhorses, they are unmistakably otherworldly, having blood red eyes, fiery nostrils, powerful fangs, a midnight black coat, a mane of shadow and hooves that appear to leap aflame when they run. Though it is known that Nightmares can understand what their riders ask of them, they are not thought to be able to speak themselves; but they seem to be able to communicate with one another well enough.
Although most Nightmares do not possess wings, they can fly through the air considerably faster than they can run along the ground. Their capacity for such swift flight is greatly valued by those they serve, as is their ferocity in combat. Nightmares hate living creatures and, being given to viciousness, will generally attack any non-evil entity they encounter. They use their fangs to bite for 2d4 damage and strike with their hooves 1d6+4 damage, which will also set any flammable objects they strike alight. In their excitement, Nightmares are also known to produce a noxious smoke that causes anyone within ten feet to have to save vs paralysis or suffer a -2 penalty "to hit" and damage whilst in the vic
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 2e
Actions/Abilities/Traits: Pathfinder 2e
Ability
Divine Innate Spells
DC 24; 7th plane shift (self and rider only)
Ability
Flaming Gallop
(fire) The nightmare Strides or Flies up to triple its Speed. Its hooves burst with intense flame, dealing 3d6 fire damage (DC 24 basic Reflex save) once to each creature other than the nightmare's rider that the nightmare moves adjacent to during its gallop.
Ability
Smoke
(aura) 15 feet. 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 23 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.
Offense
Melee
Circumstance: combat round (melee)
jaws +16 [+11/+6] (evil, magical), Damage 2d10+6 piercing plus 1d6 evil
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Language
Abyssal
Daemonic
Infernal
Perception
darkvision
Resistance
fire 10
Actions/Abilities/Traits: Pathfinder 2e
Gaunt horses of the lower planes with glowing eyes and burning hooves
Nightmares, also known as Hell Steeds, are the horses of the lower planes. Nightmares are gaunt beasts with eyes that glow fiercely red and orange, fire and smoke blowing from their nostrils, and hooves that burn like fiery coals. Nightmares are able to change sizes, from the size of a warhorse up to a giant form twice that size, but despite these changes their statistics (hit dice, attacks, and so on) are not affected. This ability allows them to serve as steeds for demons and devils of various sizes. Night hags (page 154) and sometimes greater undead such as vampires, spectres, and liches may use nightmares as steeds.
Basic Fantasy Field Guide Omnibus
Otherworldly black warhorse with blood red eyes, fiery nostrils, and burning hooves that serves as a mount for powerful evil beings
Nightmares serve as mounts for powerful evil beings. Whilst in shape they resemble large warhorses, they are unmistakably otherworldly, having blood red eyes, fiery nostrils, powerful fangs, a midnight black coat, a mane of shadow and hooves that appear to leap aflame when they run. Though it is known that Nightmares can understand what their riders ask of them, they are not thought to be able to speak themselves; but they seem to be able to communicate with one another well enough.
Although most Nightmares do not possess wings, they can fly through the air considerably faster than they can run along the ground. Their capacity for such swift flight is greatly valued by those they serve, as is their ferocity in combat. Nightmares hate living creatures and, being given to viciousness, will generally attack any non-evil entity they encounter. They use their fangs to bite for 2d4 damage and strike with their hooves 1d6+4 damage, which will also set any flammable objects they strike alight. In their excitement, Nightmares are also known to produce a noxious smoke that causes anyone within ten feet to have to save vs paralysis or suffer a -2 penalty "to hit" and damage whilst in the vic
OSRIC