Nightmare, Lesser (CR 4)

Large Outsider (Evil and Extraplanar)
Alignment: Always neutral evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +12, and Spot +12
Languages: Understand Abyssal and Infernal, do not speak


AC: 24 (-1 size, +2 Dex, +13 natural), touch 11, flat-footed 22
Hit Dice: 6d8+18 (45 hp)
Fort +8, Ref +7, Will +6
Speed: 40 ft.
Space: 10 ft./5 ft.
Base Attack +6; Grapple +14
Attack: Hoof +9 melee
Full Attack: 2 hooves +9 melee and bite +4 melee
Damage: Hoof 1d8+4 plus 1d4 fire, bite 1d8+2
Special Attacks/Actions: Flaming hooves, smoke
Abilities: Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 12
Special Qualities:
Feats: Alertness; Improved Initiative; Run
Skills: Concentration +12, Knowledge (the planes) +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12, and Survival +10 (+12 on other planes and following tracks)
Advancement: 7-10 HD (Large); 11-18 HD (Huge)
Climate/Terrain: Gray Waste of Hades
Organization: Solitary
Treasure/Possessions: None

Source: Planar Handbook

A lesser nightmare's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Flaming Hooves (Su): A blow from a lesser nightmare's hooves sets combustible materials alight.

Smoke (Su): During the excitement of battle, a lesser nightmare snorts and neighs with rage. This snorting fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed on a DC 16 Fortitude save or take a -2 penalty on all attack rolls and damage rolls until 1d6 minutes after leaving the cone. The cone lasts for 1 round, and a nightmare uses it once as a free action during its turn each round. The save DC is Constitution-based.

Because of the smoke it gives off, a nightmare has concealment against creatures 5 feet away and total concealment against creatures 10 feet or farther away. The smoke does not obscure the nightmare's vision at all.

Carrying Capacity: A light load for a lesser nightmare is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.

Skills: A lesser nightmare always knows where true north lies in relation to itself.

Blackguards and Lesser Nightmares

A lesser nightmare makes a fine fiendish servant for a blackguard. Reduce the bonus Hit Dice gained by the lesser nightmare by 2 (for example, a lesser nightmare that serves a blackguard with a character level of 12th or lower has +0 bonus Hit Dice). Treat the blackguard's character level as two lower than normal for the purpose of the lesser nightmare's bonus Hit Dice, natural armor adjustment, Strength adjustment, and special abilities.

Evil Subtype

A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.