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The Blightmare

by Aoz

Bing, the chat mode of Microsoft Bing and I made D&D Monster

BECMI Version
The Blightmare
A blightmare is a twisted creature that resembles a horse with a horn, but its flesh is rotting and covered in boils and maggots. Its eyes are sunken and bloodshot, and its breath is foul and poisonous. Blightmares are created by evil wizards or priests who corrupt and torture innocent animals with dark magic. They are often used as mounts by undead or fiendish creatures, or as guardians of unholy places.

Combat
Blightmares are vicious and relentless in combat, charging at their enemies with their horn or biting and kicking with their hooves. They can also exhale a cloud of toxic gas that causes nausea and weakness in those who inhale it.

Horn: The blightmare’s horn is a +1 weapon that deals 1d8+4 points of damage on a successful hit. If the blightmare charges at least 20 feet before attacking, it deals an extra 2d6 points of damage.
Bite: The blightmare’s bite deals 1d6+2 points of damage on a successful hit.
Hooves: The blightmare can make two hoof attacks, each dealing 1d4+2 points of damage on a successful hit.
Poison Breath: Once every 1d4 rounds, the blightmare can exhale a 15-foot cone of poisonous gas. Each creature in the area must make a saving throw vs. poison or suffer the following effects for 1d6 rounds: -2 penalty to attack rolls, damage rolls, saving throws, and ability checks; movement rate halved; -4 penalty to initiative rolls. A successful save reduces the duration to one round.

Statistics
Alignment: Chaotic
Armor Class: 4
Hit Dice: 6+12 (39 hp)
Attack: Horn +1 (1d8+4), bite (1d6+2), or 2 hooves (1d4+2 each)
Damage: As above
Save As: Fighter 6
Morale: 12
Treasure Type: Nil
XP Value: 650
Special Abilities
Infravision: The blightmare can see in the dark up to 60 feet.
Magic Resistance: The blightmare has a 25% chance to ignore the effects of any spell or magical effect.
Undead Traits: The blightmare is immune to poison, disease, paralysis, sleep, charm, fear, and mind-affecting effects. It is also immune to cold and electricity damage, and takes half damage from fire and acid. It is vulnerable to holy water, which deals 2d4 points of damage per vial. It can be turned by clerics as if it were a skeleton.

 

AD&D: 1st edition
The Blightmare FREQUENCY: Very rare NO. APPEARING: 1-4 ARMOR CLASS: 4 MOVE: 18" HIT DICE: 6+12 % IN LAIR: 10% TREASURE TYPE: Nil NO. OF ATTACKS: 3 DAMAGE/ATTACK: 1-8+4/1-6+2/1-4+2 SPECIAL ATTACKS: Poison breath SPECIAL DEFENSES: Magic resistance, undead traits MAGIC RESISTANCE: 25% INTELLIGENCE: Semi- ALIGNMENT: Chaotic evil SIZE: L (8’ long) PSIONIC ABILITY: Nil

A blightmare is a twisted creature that resembles a horse with a horn, but its flesh is rotting and covered in boils and maggots. Its eyes are sunken and bloodshot, and its breath is foul and poisonous. Blightmares are created by evil wizards or priests who corrupt and torture innocent animals with dark magic. They are often used as mounts by undead or fiendish creatures, or as guardians of unholy places.

Blightmares are vicious and relentless in combat, charging at their enemies with their horn or biting and kicking with their hooves. They can also exhale a cloud of toxic gas that causes nausea and weakness in those who inhale it.

Horn: The blightmare’s horn is a +1 weapon that deals 1d8+4 points of damage on a successful hit. If the blightmare charges at least 20 feet before attacking, it deals an extra 2d6 points of damage. Bite: The blightmare’s bite deals 1d6+2 points of damage on a successful hit. Hooves: The blightmare can make two hoof attacks, each dealing 1d4+2 points of damage on a successful hit. Poison Breath: Once every 1d4 rounds, the blightmare can exhale a 15-foot cone of poisonous gas. Each creature in the area must make a saving throw vs. poison or suffer the following effects for 1d6 rounds: -2 penalty to attack rolls, damage rolls, saving throws, and ability checks; movement rate halved; -4 penalty to initiative rolls. A successful save reduces the duration to one round.

Blightmares can see in the dark up to 60 feet. They have a 25% chance to ignore the effects of any spell or magical effect. They are immune to poison, disease, paralysis, sleep, charm, fear, and mind-affecting effects. They are also immune to cold and electricity damage, and take half damage from fire and acid. They are vulnerable to holy water, which deals 2d4 points of damage per vial. They can be turned by clerics as if they were skeletons.

 

AD&D: 2nd Edition
The Blightmare CLIMATE/TERRAIN: Any FREQUENCY: Very rare ORGANIZATION: Solitary or herd ACTIVITY CYCLE: Any DIET: Carnivore INTELLIGENCE: Semi- (2-4) TREASURE: Nil ALIGNMENT: Chaotic evil NO. APPEARING: 1-4 ARMOR CLASS: 4 MOVEMENT: 18 HIT DICE: 6+12 THAC0: 15 NO. OF ATTACKS: 3 DAMAGE/ATTACK: 1-8+4/1-6+2/1-4+2 SPECIAL ATTACKS: Poison breath SPECIAL DEFENSES: Magic resistance, undead traits MAGIC RESISTANCE: 25% SIZE: L (8’ long) MORALE: Elite (13-14) XP VALUE: 975

A blightmare is a twisted creature that resembles a horse with a horn, but its flesh is rotting and covered in boils and maggots. Its eyes are sunken and bloodshot, and its breath is foul and poisonous. Blightmares are created by evil wizards or priests who corrupt and torture innocent animals with dark magic. They are often used as mounts by undead or fiendish creatures, or as guardians of unholy places.

Blightmares are vicious and relentless in combat, charging at their enemies with their horn or biting and kicking with their hooves. They can also exhale a cloud of toxic gas that causes nausea and weakness in those who inhale it.

Horn: The blightmare’s horn is a +1 weapon that deals 1d8+4 points of damage on a successful hit. If the blightmare charges at least 20 feet before attacking, it deals an extra 2d6 points of damage. Bite: The blightmare’s bite deals 1d6+2 points of damage on a successful hit. Hooves: The blightmare can make two hoof attacks, each dealing 1d4+2 points of damage on a successful hit. Poison Breath: Once every 1d4 rounds, the blightmare can exhale a 15-foot cone of poisonous gas. Each creature in the area must make a saving throw vs. poison or suffer the following effects for 1d6 rounds: -2 penalty to attack rolls, damage rolls, saving throws, and ability checks; movement rate halved; -4 penalty to initiative rolls. A successful save reduces the duration to one round.

Blightmares can see in the dark up to 60 feet. They have a 25% chance to ignore the effects of any spell or magical effect. They are immune to poison, disease, paralysis, sleep, charm, fear, and mind-affecting effects. They are also immune to cold and electricity damage, and take half damage from fire and acid. They are vulnerable to holy water, which deals 2d4 points of damage per vial. They can be turned by priests as if they were skeletons.

 

AD&D: 3rd edition
Blightmare Large Undead Hit Dice: 6d12+12 (51 hp) Initiative: +4 Speed: 60 ft. (12 squares) Armor Class: 15 (-1 size, +4 Dex, +2 natural), touch 13, flat-footed 11 Base Attack/Grapple: +3/+12 Attack: Horn +7 melee (1d8+5) or bite +7 melee (1d6+5) Full Attack: Horn +7 melee (1d8+5) and bite +2 melee (1d6+2) and 2 hooves +2 melee (1d4+2) Space/Reach: 10 ft./5 ft. Special Attacks: Poison breath Special Qualities: Darkvision 60 ft., magic resistance, undead traits Saves: Fort +2, Ref +6, Will +5 Abilities: Str 21, Dex 18, Con —, Int 3, Wis 10, Cha 10 Skills: Listen +9, Spot +9 Feats: Alertness, Improved Natural Attack (horn), Run Environment: Any Organization: Solitary or herd (2-5) Challenge Rating: 4 Treasure: None Alignment: Always chaotic evil Advancement: 7-12 HD (Large); 13-18 HD (Huge)

A blightmare is a twisted creature that resembles a horse with a horn, but its flesh is rotting and covered in boils and maggots. Its eyes are sunken and bloodshot, and its breath is foul and poisonous. Blightmares are created by evil wizards or priests who corrupt and torture innocent animals with dark magic. They are often used as mounts by undead or fiendish creatures, or as guardians of unholy places.

Blightmares are vicious and relentless in combat, charging at their enemies with their horn or biting and kicking with their hooves. They can also exhale a cloud of toxic gas that causes nausea and weakness in those who inhale it.

Combat Horn: The blightmare’s horn is a +1 weapon that deals 1d8+5 points of damage on a successful hit. If the blightmare charges at least 20 feet before attacking, it deals an extra 2d6 points of damage. Bite: The blightmare’s bite deals 1d6+5 points of damage on a successful hit. Hooves: The blightmare can make two hoof attacks, each dealing 1d4+2 points of damage on a successful hit. Poison Breath (Ex): Once every 1d4 rounds, the blightmare can exhale a 15-foot cone of poisonous gas. Each creature in the area must make a DC 14 Fortitude save or suffer the following effects for 1d6 rounds: -2 penalty to attack rolls, damage rolls, saving throws, and ability checks; speed halved; -4 penalty to initiative rolls. A successful save reduces the duration to one round. The save DC is Constitution-based. Magic Resistance (Ex): The blightmare has a 25% chance to ignore the effects of any spell or spell-like ability. Undead Traits: The blightmare is immune to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised as undead. It does not need to breathe, eat, or sleep.

 

AD&D: 4th Edition
Blightmare Level 6 Brute Large natural animate (undead) XP 250 Initiative +6 Senses Perception +7; darkvision HP 88; Bloodied 44 AC 18; Fortitude 19, Reflex 18, Will 17 Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5 radiant Speed 10

Horn (standard; at-will) +9 vs. AC; 2d6+4 damage, and the target is marked until the end of the blightmare’s next turn.

Bite (standard; at-will) +9 vs. AC; 1d8+4 damage.

Hooves (standard; at-will) The blightmare makes two hoof attacks. Hoof +9 vs. AC; 1d6+4 damage.

Poison Breath (standard; recharge [5][6]) Close blast 3; +8 vs. Fortitude; 2d6+4 poison damage, and the target is weakened (save ends).

Alignment Chaotic evil LanguagesSkills Endurance +11 Str 19 (+7) Dex 18 (+7) Wis 14 (+5) ConInt 2 (+1) Cha 10 (+3)

A blightmare is a twisted creature that resembles a horse with a horn, but its flesh is rotting and covered in boils and maggots. Its eyes are sunken and bloodshot, and its breath is foul and poisonous. Blightmares are created by evil wizards or priests who corrupt and torture innocent animals with dark magic. They are often used as mounts by undead or fiendish creatures, or as guardians of unholy places.

Blightmares are vicious and relentless in combat, charging at their enemies with their horn or biting and kicking with their hooves. They can also exhale a cloud of toxic gas that causes nausea and weakness in those who inhale it.

 

AD&D: 5th edition
Blightmare Large undead, chaotic evil Armor Class 14 (natural armor) Hit Points 76 (8d10 + 32) Speed 60 ft. STR|DEX|CON|INT|WIS|CHA 19 (+4)|18 (+4)|18 (+4)|3 (-4)|10 (+0)|10 (+0) Saving Throws Wis +2 Skills Perception +2 Damage Resistances cold, necrotic Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages — Challenge 4 (1,100 XP)

Charge. If the blightmare moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage.

Magic Resistance. The blightmare has advantage on saving throws against spells and other magical effects.

Actions Multiattack. The blightmare makes one horn attack and one bite attack.

Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d6) necrotic damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Poison Breath (Recharge 5-6). The blightmare exhales a 15-foot cone of poisonous gas. Each creature in that area must make a DC 14 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also poisoned until the end of its next turn.

A blightmare is a twisted creature that resembles a horse with a horn, but its flesh is rotting and covered in boils and maggots. Its eyes are sunken and bloodshot, and its breath is foul and poisonous. Blightmares are created by evil wizards or priests who corrupt and torture innocent animals with dark magic. They are often used as mounts by undead or fiendish creatures, or as guardians of unholy places.

Blightmares are vicious and relentless in combat, charging at their enemies with their horn or biting and kicking with their hooves. They can also exhale a cloud of toxic gas that causes nausea and weakness in those who inhale it.