Great Nightmare

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Great Nightmare
TorportheGreatNightmare.png

Neutral Evil (Nightmare)

12 Outsider
Size
Large
Speed
50 ft.
Initiative
+10
STR
26
DEX
23
CON
24
INT
21
WIS
21
CHA
20

Skill
+24 Perception

135 experience points

Defense
162 Hit points
AC
30

Flat-footed
23
Touch
15
Fortitude
+11
Will
+14
Reflex
+14

Resistance: 15 Spell Resistance
Damage Reduction 10/Good

Immune to: -

Vulnerable to:

Offense
Bite
Range: 2 ft.
Attack: +21
Damage: 2d6+10 SPB
Hoof
Range: 2
Attack: +16 / +16
Damage: 1d6+6 B plus 1d4 Fire

BASE ATTACK BONUS
+12/+7/+2
COMBAT MANEUVER
+21 Bonus 38 Defense

Features and Abilities
Charge, Breath Weapon, Coup de Grace, Demoralize (Persuasion), Treat Affliction
Fighting Defensively, Acrobatics (Mobility)
Trip Defence +4, Evil Subtype, Extraplanar Subtype, Damage Reduction 10/good, Feat, Coup de Grace, Improved Initiative, Alertness,Toughness, Iron Will, Dodge

Analyze Skill: Lore (Religion) DC 25 to 40

Great Nightmare is an enemy in Pathfinder: Kingmaker.

Description[edit | edit source]

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.

Location[edit | edit source]

Found at the Lostlarn Keep (Varnhold's Lot DLC).

Loot[edit | edit source]