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NightmareThis eerie horse-like creature’s skin is an inky blackness. Fire spurts from his hair and nostrils, his hooves spray sparks, and a single black horn on his forehead.

Nightmare (CR 5)

XP 1,600
CE Large Magical Beast
Init +8; Senses Darkvision 60 ft., low-light vision, scent; Perception +11

DEFENSE

AC 18, touch 13, flat-footed 14 (+4 dex, +5 natural, -1 size)
hp 51 [78] (6d10+18)
Fort +8, Ref +9, Will +6
DR 5/cold iron; Resist Shadow 5; Immune Charm, Compulsion, Poison

OFFENSE

Speed 60 ft.
Melee Gore +11 (2d6+5), 2 Hooves +8 (1d6+2 plus 1d4 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks Greater Bestial Fang, Powerful Charge (Gore, 3d6+10)

STATISTICS

Str 20, Dex 18, Con 16, Int 4, Wis 18, Cha 18
Base Atk +6; CMB +12; CMD 26 (30 vs trip)
Feats Improved Initiative, Multiattack, Weapon Focus (horn)
Skills Acrobatics +10, Climb +12, Perception +11, Stealth +6, Survival +11; Racial Modifier +3 Survival
SQ Magical Strike

SPECIAL ABILITIES

Greater Bestial Fang (Su)

3/day, a nightmare’s enhances herself or an ally with great magical strength within 40 feet. A nightmare gives one natural weapon or unarmed strike of the subject a +2 enhancement bonus on attack and damage rolls for 7 hours. The ability can affect a slam attack, fist, bite, or other natural weapon. This bonus does not allow a natural weapon or unarmed strike to bypass damage reduction aside from magic. Alternatively, you may imbue all of the creature’s natural weapons with a +1 enhancement bonus (regardless of your caster level). Blue mages can learn this ability as a 3rd level spell (Knowledge: Arcana DC 21).

Magical Strike (Ex)

A nightmare’s gore attack is treated as a magic evil weapon for the purposes of damage reduction.