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Greater NightmareCreature 11


HugeBeastFiendUnholy
Source Pathfinder Monster Core
Perception +22 (darkvision)
Languages Chthonian, Daemonic, Diabolic
Skills Acrobatics +23, Athletics +24, Intimidation +22, Survival +20
Str +7, Dex +4, Con +5, Int +2, Wis +5, Cha +3

AC 31; Fort +25; Reflex +24; Will +21;
HP 200
Speed 60 feet (fly 120 feet)
Resistances Fire 15

Jaws One Action +24 (+19, +14) to hit (magical, reach 10, unarmed, unholy) 3d10+13 Piercing
Hoof One Action +24 (+20, +16) to hit (agile, fire, magical, unholy) 2d6 Fire + 2d8+10 Bludgeoning

Smoke (aura)

20 feet.

The nightmare continually exhales black smoke. Creatures within the aura are Concealed to those outside it, and creatures outside the aura are concealed to creatures within it. Nightmares and their riders can see through this smoke.

A creature that begins its turn in the area must succeed at a DC 28 fortitude save or be Sickened 2. It's then temporarily immune to being sickened by the smoke for 1 minute. This is an inhaled poison, and the nightmare and its rider are immune to it.

Flaming Gallop Two Actions (divine, fire, unholy)

The nightmare Strides or Flies up to triple its Speed. Its hooves burst with intense flame, dealing 6d6 fire damage with a DC 30 reflex save to each creature other than the nightmare's rider that the nightmare moves adjacent to during its gallop. Each creature can be affected only once during a single use of Flaming Gallop.

Trample Three Actions

Large or smaller, hoof, DC 30 reflex


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).


Divine Innate Spells (DC 30, +22 to hit)

7th Level: Interplanar Teleport (Self and Rider Only)


The enormous greater nightmare is valued for its ability to invade other realities with its rider.


Nightmares are flaming equine harbingers of death.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.

Fiend

Creatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.