Nightmare (CR 6/MR 2)

This eerie horse-like creature’s skin is an inky blackness. Fire spurts from its hair and nostrils, and its hooves spray sparks.

Mythic Nightmare (CR 6/MR 2)
XP 2,400
Pathfinder Roleplaying Game Bestiary
NE Large outsider (evil, extraplanar, mythic)
Init +8MF; Senses darkvision 60 ft.; Perception +10


AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, –1 size)
hp 77 (6d10+44)
Fort +9, Ref +7, Will +3
Defensive Abilities DR 5/epic


Speed 40 ft., fly 90 ft. (good)
Melee bite +9 (1d4+4), 2 hooves +7 (1d6+2 plus 1d4 fire)
Space 10 ft.; Reach 5 ft.
Special Attacks death’s rideMA, dream smokeMA, mythic power (2/ day, surge 1d6), smoke, trampleMA (1d6+6 plus 2d4 fire, DC 17)

Spell-Like Abilities (CL 6th; concentration +7)
1/day—plane shift (self and rider only)


Str 18, Dex 15, Con 18, Int 13, Wis 13, Cha 12
Base Atk +6; CMB +11; CMD 23 (27 vs. trip)
Feats Improved InitiativeMF, Multiattack, Run
Skills Fly +13, Intimidate +10, Knowledge (planes) +10, Perception +10, Sense Motive +10, Stealth +7, Survival +10
Languages Abyssal, Infernal


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 nonevil creature to climb onto its back to ride it. This is similar to a suggestion (DC 17 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 17 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 17 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 17 Will negates). The save DC is Constitution-based.

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 17 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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