Torpor, the Great Nightmare
|Torpor, the Great Nightmare|
Neutral Evil (Nightmare)
240 experience points
|189 Hit points|
Resistance: 17 Spell Resistance
Damage Reduction: 10 / Good
Immune to: -
|(Bite) / (Hoof)|
Range: 2 ft.
Attack: (+25) / (+20/+20)
Damage: (2d6+12 SPB) / (1d6+6 B + 1d4 Fire)
Attack: +22 / +22
Damage: 1d6+6 B plus 1d4 Fire
BASE ATTACK BONUS
|+29 Bonus||46 Defense|
Features and Abilities
|Charge, , 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, Dodge, Iron Will, Toughness
Analyze Skill: Lore (Religion) DC 25 to 40
Torpor, the 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 Bald Stones.
Loot[edit | edit source]