Monsters / Nightmare

Nightmare

CR 5 - 1,600 XP - NE Large Outsider

Stat block

AC19 (touch 11, flat-footed 17)HP51 (6d10+18)SavesFort +8, Ref +7, Will +3Meleebite +9 (1d4+4), 2 hooves +4 (1d6+2 plus 1d4 fire)Speed40 ft., fly 90 ft. (good)AbilitiesStr 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12BAB / CMB / CMD+6 / +11 / 23Sensesdarkvision 60 ft.; Perception +12Environmentany (Abaddon)

Combat brain - every behavior cites its line (3 rules)

Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.

strikes-first (from feats)
feats: Improved Initiative - it moves before you do
night-hunter (from senses)
senses: darkvision 60 ft.; Perception +12 - hunts where prey is blind
targets-weakest (from alignment)
alignment NE, Int 13 - picks off the wounded and the unarmored first

On-hit riders and breath

smoke

From the entry

In battle, a nightmare exhales smoke that chokes and blinds foes, filling a 15-foot cone each round as a free action. Anyone in the cone must succeed on a DC 16 Fortitude save or become sickened until 1d6 minutes after leaving the area. This smoke acts as obscuring mist for the purposes of concealment. The smoke persists for 1 round. The save DC is Constitution-based. 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.