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Nightmare

Nightmares are flaming equine harbingers of death.

Recall Knowledge (Arcana, Nature): DC 22

NightmareCreature 6

NELargeBeastFiend
Source Bestiary pg. 244
Perception +14; darkvision
Languages Abyssal, Daemonic, Infernal
Skills Acrobatics +13, Athletics +16, Intimidation +14, Stealth +12
Str +6, Dex +3, Con +3, Int +1, Wis +4, Cha +2
Smoke (aura) 15 feet. The nightmare continually exhales black smoke that creates concealment in an aura around it. Nightmares and their riders can see through this smoke. A creature that begins its turn in the area becomes sickened 2 (DC 23 Fortitude negates) and is then temporarily immune sickness from the smoke for 1 minute. The nightmare, its rider, any creature currently holding its breath (or that does not need to breathe), and any creature immune to poison are immune to the aura’s sickened effect but not the concealment.
AC 24, Fort +15, Ref +15, Will +12
HP 100; Resistances fire 10
Speed 40 feet, fly 90 feet
Melee Single ActionSingle Action jaws +16 (evil, magical), Damage 2d10+6 piercing plus 1d6 evilMelee Single ActionSingle Action hoof +16 (agile, evil, fire, magical), Damage 1d8+6 bludgeoning plus 1d6 evil and 1d8 fireDivine Innate Spells DC 24; 7th plane shift (self and rider only)
Flaming Gallop Two ActionsTwo Actions (fire) The nightmare Strides or Flies up to triple its Speed. Its hooves burst with intense flame, dealing 3d6 fire damage (DC 24 basic Reflex save) once to each creature other than the nightmare’s rider that the nightmare moves adjacent to during its gallop.

All Monsters in "Nightmare"

NameLevel
Greater Nightmare11
Nightmare6

Nightmare

Source Bestiary pg. 244
This entry did not have a separate description for the family.

Nightmare Steeds

Nightmares allow only the evilest of creatures to ride them and are willing partners in destruction those creatures inflict. Night hags are particularly well known to associate with nightmares.