Nightmare Cauchemar (CR 14/MR 5)

Mythic Nightmare Cauchemar (CR 14/MR 5)
XP 38,400
Pathfinder Roleplaying Game Bestiary
NE Huge outsider (evil, extraplanar, mythic)
Init +11MF; Senses darkvision 60 ft.; Perception +20

Defense

AC 31, touch 10, flat-footed 29 (+2 Dex, +21 natural, –2 size)
hp 225 (14d10+148)
Fort +16, Ref +11, Will +7
Defensive Abilities DR 10/epic

Offense

Speed 40 ft., fly 90 ft. (good)
Melee bite +22 (2d6+10), 2 hooves +20 (2d6+5 plus 1d6)
Space 15 ft.; Reach 10 ft.
Special Attacks death’s rideMA, dream smokeMA, flaming hoovesMA, hellfireMA, mythic power (5/day, surge 1d8), powerful trampleMA, smoke, trampleMA (2d6+15 plus 2d6 fire, DC 27)

Spell-Like Abilities (CL 15th; concentration +16)
1/hour—ethereal jaunt, plane shift

Statistics

Str 31, Dex 15, Con 25, Int 16, Wis 12, Cha 12
Base Atk +14; CMB +26 (+32 overrun); CMD 38 (42 vs. overrun, 42 vs. trip)
Feats Greater Overrun, Improved InitiativeMF, Improved OverrunMF, Intimidating Prowess, Iron Will, Multiattack, Power AttackMF
Skills Acrobatics +19 (+23 when jumping), Bluff +18, Fly +19, Intimidate +28, Knowledge (arcana) +20, Knowledge (planes) +20, Perception +20, Sense Motive +20, Stealth +11
Languages Abyssal, Infernal

Ecology

Environment any (Abaddon)
Organization solitary
Treasure none

Special Abilities

Death’s Ride (Su) As a standard action, a mythic nightmare can spend one use of its mythic power to tempt a non-evil creature to climb onto its back to ride it. This is similar to a suggestion (DC 24 Will negates) but is not language-dependent and affects only Medium or smaller creatures that are physically suited to riding a horse-like creature. Upon mounting, the target becomes fascinated by the experience and in its euphoria does not notice when the mythic nightmare begins draining its life away.

Every minute the target remains on the mythic nightmare’s back, it must make a DC 24 Fortitude save or gain a negative level; the mythic nightmare gains 5 temporary hit points each time the save is failed. These temporary hit points stack, up to a maximum of 50. Each time the target gains a negative level, it can make a Sense Motive check opposed by the mythic nightmare’s Intimidate check to realize what is happening and break the fascinate effect. Even if no longer fascinated, the rider is considered grappled by the mythic nightmare (though the nightmare is not considered grappled by its rider) and must break free of the grapple in order to dismount. The save DC is Constitution-based.

Dream Smoke (Su) By spending one use of its mythic power, a mythic nightmare can exhale a warm soporific mist rather than the acrid, choking smoke it usually exhales. Creatures within the dream smoke fall asleep for 1d6 rounds on a failed DC 24 Fortitude save rather than becoming sickened for 1d6 minutes. Creatures that fall asleep from the dream smoke are affected upon awakening as a nightmare spell (DC 24 Will negates). The save DC is Constitution-based.

Flaming Hooves (Su) A mythic nightmare cauchemar’s hooves flare with sooty flame whenever it confirms a critical hit with any of its natural weapons, causing each of its hooves to deal an additional 1d10 points of fire damage until the end of its next turn. If it uses its trample attack during its next turn, it deals an additional 2d10 points of fire damage.

Hellfire (Su) All fire effects created by a mythic nightmare cauchemar deal one-half fire damage and one-half untyped unholy damage; this latter damage does not harm creatures with the evil subtype. A cauchemar can spend one use of its mythic power to convert all fire damage it deals into unholy damage for 1 minute.

Powerful Trample (Ex) When a creature in that path of a mythic nightmare cauchemar’s trample fails (or forfeits) its saving throw, the cauchemar can make a combat maneuver check to overrun that target; if this check exceeds the target’s CMD by 5 or more, the target is knocked prone. In addition, the cauchemar can combine its Power Attack feat with its trample special attack, increasing the damage its trample deals by 12 points but decreasing the trample save DC (and its combat maneuver bonus for overrun maneuvers during the trample) by 4. It can spend one use of its mythic power as a swift action to increase its trample damage in this way without incurring these penalties until the end of its next turn.

Smoke (Su) In battle, a nightmare exhales smoke that chokes and blinds foes, filling a 15-foot cone each round as a free action. Anyone in the cone must succeed on a DC 24 Fortitude save or become sickened until 1d6 minutes after leaving the area. This smoke acts as obscuring mist for the purposes of concealment. The smoke persists for 1 round. The save DC is Constitution-based.

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