Pathfinder: Kingmaker Wiki


Great Nightmare
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Neutral Evil (Nightmare)

6 Outsider
Size
Large
Speed
50 ft.
Initiative
+8
STR
22
DEX
19
CON
20
INT
17
WIS
17
CHA
16

Skills
16 Perception

56 experience points

Defense
63 Hit points
AC
25

Flat-footed
21
Touch
15
Fortitude
+7
Will
+8
Reflex
+9

Resistance: 11 Spell resistance

Offense
Melee: Bite
Range: 2 ft.
Attack: +13
Damage: 7-10 Slashing/Piercing/Bludgeoning 1d4+6
Melee: Hoof
Range: 2 ft.
Attack: +8/+8
Damage: 4-9 Bludgeoning 1d6+3 plus 1d4 Fire code

BASE ATTACK BONUS
+6/+1/-/-
COMBAT MANEUVER
+15 Bonus 29 Defense

Features and Abilities
Charge, Breath Weapon (Nightmare), Coup de Grace, Demoralize (Persuasion), Treat Affliction
Fighting Defensively, Acrobatics (Mobility)
Trip Defence +4, Evil Subtype, Extraplanar Subtype, Feat, Coup de Grace, Improved Initiative, Alertness

Analyze Skill: Lore (Religion) DC 17

CR6_NightmareAdvanced (e8220c661e259dd4884212ee1193b88d)

Great Nightmare is a creature in Pathfinder: Kingmaker.

Description[]

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

Nightmares are flaming harbingers of death. They allow only the most evil of creatures to ride them, and are never mere mounts, but rather willing partners in destruction.

The cauchemar is a more dangerous variant of the nightmare, particularly valued for its ability to enter the Ethereal Plane with its rider in addition to being able to use plane shift to invade other realities.

Locations[]