Nightmare, Cauchemar (CR 11)

Huge Outsider (Evil and Extraplanar)
Alignment: Always neutral evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +21, and Spot +21


AC: 26 (-2 size, +2 Dex, +16 natural), touch 10, flat-footed 24
Hit Dice: 15d8+105 (172 hp)
Fort +16, Ref +11, Will +10
Speed: 40 ft., fly 90 ft. (good)
Space: 15 ft./10 ft.
Base Attack +15; Grapple +33
Attack: Hoof +23 melee
Full Attack: 2 hooves +23 melee and bite +18 melee
Damage: Hoof 2d6+10 and 1d4 fire, bite 2d6+5
Special Attacks/Actions: Flaming hooves, smoke
Abilities: Str 31, Dex 14, Con 24, Int 16, Wis 12, Cha 12
Special Qualities: Astral projection, etherealness
Feats: Alertness; Improved Initiative; Power Attack; Run
Skills: Bluff +19, Concentration +25, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +21, Knowledge (arcana +21), Knowledge (the Planes) +21, Listen +21, Move Silently +20, Search +21, Sense Motive +19, Spot +21, and Survival +19 (+21 on other planes and following tracks)
Advancement: -
Climate/Terrain: Gray Wastes of Hades
Organization: Solitary
Treasure/Possessions: None

Source: Monster Manual

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.