The Nightmare is a Level 6 creature, with Armor Class 24 and 100 hit points. The nightmare is a malevolent fiendish steed that serves as a mount for powerful villains across the multiverse.
- **Smoke** (aura) 15 feet. The nightmare continually exhales black smoke that creates concealment in an aura around it. Nightmares and their riders can see through this smoke. A creature that begins its turn in the area becomes sickened 2 (23 Fortitude negates) and is then temporarily immune sickness from the smoke for 1 minute. The nightmare, its rider, any creature currently holding its breath (or that does not need to breathe), and any creature immune to poison are immune to the aura's sickened effect but not the concealment.
- **Flaming Gallop** (fire) The nightmare Stride or Flies up to triple its Speed. Its hooves burst with intense flame, dealing 3d6 fire damage (24 basic Reflex save) once to each creature other than the nightmare's rider that the nightmare moves adjacent to during its gallop.
Common Questions
How much HP does a Nightmare have?
100 hit points.
What level is a Nightmare?
Level 6.
What is a Nightmare's Armor Class?
AC 24.
How fast can a Nightmare move?
Speed 40 ft., fly 90 ft.
Use Nightmare at your table
Original custom artwork found nowhere else on the web, free to view. Copy-paste the full stat block straight into your notes, a Word doc, or your VTT, or sign in to claim Nightmare into a ZapGM campaign and customize it further.
Official stats from the Pathfinder 2e (Second Edition) System Reference Document (SRD), free to use under the ORC open license.