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Lesser Nightmareby Jamie Baty
DMR1- Escape from Thunder Rift 31
Hit Dice: 3d12 (19 hp)
Initiative: +1 (+1 Dex)
Speed: 60 ft. (12 squares)
Armour Class: 12 (-1 size, +1 Dex, +2 natural), touch 10, flat-footed 11
Base Attack/Grapple: +1/+8
Attack: Hoof +3 melee (1d6 +3)
Full Attack: 2 Hooves +3 melee (1d6 +3)
Space/Reach: 10 ft. /5 ft.
Special Attacks: -
Special Qualities: Damage reduction 10/bludgeoning, darkvision 60ft., immunity to cold, undead traits
Saves: Fort +1, Ref +2, Will +3
Abilities: Str 16, Dex 13, Con -, Int 11, Wis 11, Cha 10
Skills: Listen +8, Move Silently +4, Search +3, Spot +8, Survival +6
Feats: Alertness, Run
Environment: Any land
Organisation: Solitary, Pair, Team (2-5), or Ride (5-20)
Challenge Rating: 2
Alignment: Always chaotic evil
Advancement: 4-6 HD (Large)
Level Adjustment: -
These frightening, red-eyed steeds are skeletal horses summoned by powerful spellcasters. Only their creator, and those the creator allows, may ride a lesser nightmare.
Despite its name, the lesser nightmare has little in common with the true nightmare; its appellation likely resulted from terrified commoners not knowing the difference between the two.
When in combat, these creatures strike with their front hooves. They are relentless and never flee unless ordered to do so.
A lesser nightmare can fight while carrying a rider, but the rider cannot also fight unless he or she succeeds on a Ride check.
Damage Reduction (Su): A lesser nightmare has damage reduction of 10/bludgeoning.
Immunity to Cold (Ex): Lesser nightmares are not affected by cold.
Carrying Capacity: A lesser nightmare can carry up to 228lbs as a light load, 229 to 459lbs as a medium load and 460 to 690lbs as a heavy load.
Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.