Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core.
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. 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 23 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 (2 actions) (divine, fire, unholy). The nightmare Strides or Flies up to triple its Speed. Its hooves burst with intense flame, dealing 3d6 fire damage with a DC 24 basic 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.
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.
License
This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations including paizo.com/orclicense, azoralaw.com/orclicense, and others. All warranties are disclaimed as set forth therein.