TEXT: Exotic Encounters:
  Nightmares
  Alex Riggs
  
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  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
  Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either in the public domain, or is used 
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  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
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  without written permission.
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  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
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  Designer
  Alex Riggs
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  Editor
  Rosa Gibbons
  
  2
  Introduction
   
  The Pathfinder Bestiary, and the long line 
  of monstrous encyclopedia that came before it, do 
  a great job of attacking the problem of providing 
  game statistics and mechanical information for 
  a very wide variety of creatures. There are a lot of 
  strange creatures from fantasy novels and movies, 
  from ancient mythology, and, as time went on, 
  from the twisted minds of game designers and 
  even GMs, for that matter. Anyone today who tried 
  to go about creating an extensive bestiary of all the 
  different cool and interesting fantasy monsters 
  could fill three or four volumes with three hundred 
  monsters each, and still have a long way left to 
  go, with fans crying out for various “forgotten” 
  monsters to get some attention. That kind of 
  breadth doesn’t leave a whole lot of room for depth, 
  and that’s where Exotic Encounters comes in.
   
  There are all kinds of reasons why you 
  might not want to use a monster stat-block straight 
  from the core rules. For one thing, if your players 
  have a habit of browsing through such books, or 
  are long-time veterans who know the basic ins 
  and outs of most fantasy staples, you may need an 
  unusual stat-block just to throw them a curve ball 
  and teach them that they can’t count on their out 
  of character knowledge to take all the mystery out 
  of the game. Alternatively, many GMs can recall 
  a time when they wanted to make use of a certain 
  monster in their game, only to find that it was a few 
  CRs too high or low for what they had in mind.
   
  Exotic Encounters takes a single, iconic 
  monster, and creates three new variants on that 
  theme. These variants aren’t simple tweaks, and 
  are more than simply advancing or removing Hit 
  Dice, though that occurs as well. Each of these 
  three variations on the monster’s theme has a 
  specific, flavorful goal in mind, and a role to play, 
  and their statistics entries are gently massaged in 
  order to make them fit those roles. Further, each 
  of these variants comes with brand new specially-
  crafted special abilities, which are unique to Exotic 
  Encounters and not found anywhere else.
   
  This particular installment of Exotic 
  Encounters focuses on the nightmare, the classic 
  mount of villainous characters everywhere. These 
  flying, flaming horses of the lower planes have long 
  captured our imaginations, but have rarely been 
  more than a flashy way to get around, something 
  that the nightmares in this book aim to change. 
  The first offering, the dread steed nightmare 
  (CR 3), can bond with its rider to make both more 
  powerful, and offers a powerful ability to transform 
  into living smoke, which can choke opponents 
  foolish enough to fight you. The next nightmare 
  is the dreamstalker nightmare (CR 9), which 
  can breathe a cloud of dream-inducing smoke, 
  and has the ability to poison or even enter dreams, 
  to devastating effect. Finally, the harbinger 
  nightmare (CR 15) is a potent omen of doom, 
  and acts specifically as a champion of all that is 
  evil, punishing good-aligned victims with fires of 
  perdition and a horrible dooming gaze.
  Image © Can Stock Photo Inc. / Yule
  
  3
  Dread Steed Nightmare
   
  The creature before you almost seems to be a 
  normal horse, though its coat is almost supernaturally 
  black, and somehow seems to be darker than even a starless 
  sky. More troubling are its eyes, which are wreathed in a 
  pale blue flame which seems to chill the soul simply to look 
  upon it. It rears up on its back legs, its front legs flailing, 
  and releases a horrible scream that almost sounds human.
  NIGHTMARE, DREAD STEED  
   
           CR 3
  XP 800
  NE Large outsider (evil, extraplanar)
  Init +2; Senses darkvision 60 ft., scent; Perception +10
  DEFENSE
  AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, -1 size)
  hp 34 (4d10+12)
  Fort +7, Ref +6, Will +2
  OFFENSE
  Speed 50 ft.
  Melee bite +6 (1d4+3), 2 hooves +1 (1d6+1)
  Space 10 ft.; Reach 5 ft.
  Spell-Like Abilities (CL 4th)
       1/day (self only)—fly
  STATISTICS
  Str 17, Dex 15, Con 16, Int 13, Wis 13, Cha 12
  Base Atk +4; CMB +8; CMD 20 (24 vs. trip)
  Feats Alertness, Run
  Skills Fly +11, Intimidate +8, Knowledge (planes) +8, 
  Perception +10, Sense Motive +10, Stealth +7, Survival +8
  Languages Abyssal, Infernal
  SQ dark bond, dark jaunt, smoke form
  ECOLOGY
  Environment any (lower planes)
  Organization solitary
  Treasure none
   
  Dark Bond (Su): Any evil-aligned character can 
  bond himself to a dread steed nightmare, making him 
  better suited to being its rider. To do so, the character 
  must perform a one-minute ritual which requires physical 
  contact with the dread steed nightmare, which must be 
  either willing or helpless. Once the ritual is performed, the 
  dread steed nightmare and the character remain bonded 
  until one of them dies. 
   
  This bond confers several benefits. First, the dread 
  steed nightmare and the character it is bonded to are both 
  constantly affected as though they had cast the status spell 
  on one another. Additionally, while the bonded character 
  is riding the dread steed nightmare, both the nightmare 
  and the rider gain a +2 profane bonus to AC and saving 
  throws, and the rider gains a +1 profane bonus on attack 
  and damage rolls.
   
  Dark Jaunt (Sp): As a move action, a dread steed 
  nightmare can disappear into darkness and reappear 
  somewhere else, bringing its rider with it (if it is currently 
  being ridden). This functions as dimension door, except 
  that the maximum range is 100 feet, and the dread steed 
  nightmare is able to act normally after its movement. The 
  dread steed nightmare is unable to use this ability while 
  in areas of bright light, and must wait 1d4 rounds between 
  each use of this ability.
   
  Smoke Form (Su): Once per hour, as a standard 
  action, a dread steed nightmare can transform itself (and 
  its rider, if it is currently being ridden) into living smoke. 
  This functions as gaseous form, with a few exceptions. 
  First both the rider and the dread steed nightmare are 
  treated as a single Large creature while in this state, 
  and the rider is unable to take any actions. If the rider 
  is bonded to the dread steed nightmare (see dark bond, 
  above), he can make an opposed Charisma check as a free 
  action at the beginning of the dread steed nightmare’s 
  turn in order to control the dread steed nightmare’s 
  actions that turn.
   
  The duration of this effect is only 1 round/
  level, although the dread steed nightmare can end it 
  prematurely as a move action. Additionally, the dread 
  steed nightmare has a fly speed of 30 feet while in 
  smoke form, instead of 10 feet, and all squares the dread 
  nightmare occupies are treated as an obscuring mist 
  spell for the purposes of obscuring vision. Finally, while 
  in smoke form, the dread steed nightmare can move 
  into and through squares occupied by other creatures 
  without making an Acrobatics check. Any creature whose 
  square it enters is entitled to an attack of opportunity, as 
  normal. At the end of the dread steed nightmare’s turn, 
  any creature whose square it entered during its turn must 
  succeed on a Fortitude save (DC 15) or be sickened for 1 
  minute. Creatures that fail this saving throw by 5 or more 
  a nauseated on their next round, as well. If the dread steed 
  nightmare is still in a creature’s square at the end of its 
  movement, that creature suffers a -4 penalty on its saving 
  throw. The saving throw DC is Constitution-based.
   Ecology
   
  Though not as individually powerful as standard 
  nightmares, and more limited in their ability to fly and 
  planeshift, dread steed nightmares are still prized for their 
  ability to enhance their riders, as well as their powerful 
  smoke form and dark jaunt abilities, which allow them to 
  take their rider into very well-protected places with little 
  difficulty. Scavengers that prey on the corpses of those 
  who die on the lower planes, these creatures nonetheless 
  are very proud, and typically resist attempts by mortals to 
  bond with them.
  
  4
  Dreamstalker Nightmare
   
  Your peaceful dreams are interrupted by a horrible 
  screeching sound, as though of tearing metal, and a black 
  portal appears through which spring a dark rider atop a 
  horrible steed. The rider is shrouded in darkness, but his 
  mount is terribly clear to behold: a horse that is coal-black, 
  streaked with faint spider-web lines of glowing red, as though 
  it were made of still-burning coal. Its head is bare of flesh, 
  with an exposed skull wreathed in crackling red flame. 
  NIGHTMARE, DREAMSTALKER 
                           CR 9
  XP 6,400
  NE Large outsider (evil, extraplanar)
  Init +7; Senses darkvision 60 ft.; Perception +22
  DEFENSE
  AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, -1 size)
  hp 102 (12d10+36)
  Fort +11, Ref +11, Will +7
  Resist cold 10, fire 10
  OFFENSE
  Speed 50 ft., fly 50 ft. (good)
  Melee bite +16 (1d4+5 plus 1d6 fire), 2 hooves +11 (1d8+2 plus 
  1d4 fire)
  Space 10 ft.; Reach 5 ft.
  Special Attacks dream smoke, poison dreams
  Spell-Like Abilities (CL 12th)
       At Will—obscuring mist
       1/day (self plus 1 rider only)—plane shift
  STATISTICS
  Str 20, Dex 17, Con 16, Int 13, Wis 17, Cha 14
  Base Atk +12; CMB +18; CMD 31 (35 vs. trip)
  Feats Ability Focus (dream smoke), Ability Focus (poison 
  dreams), Alertness, Improved Initiative, Improved Natural 
  Attack (hoof), Run
  Skills Fly +20, Intimidate +17, Knowledge (planes) +16, 
  Perception +22, Sense Motive +22, Stealth +14, Survival +18
  SQ dreamwalker
  Languages Abyssal, Infernal
  ECOLOGY
  Environment any (astral plane, lower planes)
  Organization solitary, or herd (6 – 24)
  Treasure none
   
  Dream Smoke (Su): As a standard action, a 
  dreamstalker nightmare can breathe out a 30-foot cone of 
  hazy blue smoke. This smoke acts as obscuring mist for the 
  purposes of obscuring vision, and any creature that enters or 
  begins its turn in the mist must succeed on a Will save (DC 
  21) or enter a state of waking sleep. Such creatures are dazed 
  for 2d4 rounds. While in this state, the creature is unaware 
  of the world around him, and is considered to be sleeping 
  and dreaming for the purposes of any effects that specifically 
  affect sleeping or dreaming creatures (the creature is not 
  unconscious or helpless, however). Anything other than 
  loud noise that would cause an affected creature to wake up 
  ends the effect and cures the creature of the dazed condition. 
  The dreamstalker nightmare and any creature riding it are 
  immune to the effects of this smoke. The smoke lingers 
  for 1d4 rounds before dissipating. The saving throw DC is 
  Constitution-based.
   
  Dreamwalker (Su): As a full-round action, the 
  dreamstalker nightmare can actually transport itself (and 
  its rider, if any) into another creature’s dreams. To use this 
  ability, the dreamstalker nightmare must be within 60 feet 
  of the creature whose dreams it intends to enter, and that 
  creature must currently be dreaming. Entering a creature’s 
  dreams causes the dreamstalker nightmare and its rider to 
  vanish from the material plane entirely, as they are physically 
  transported inside the target’s dreams.
   
  Once in a creature’s dreams, the dreamstalker 
  nightmare (and its rider, if applicable), can speak to the 
  target as though they had entered its dreams with a dream 
  spell, except that the target can respond without difficulty. 
  Alternatively, the dreamstalker nightmare can fill the target’s 
  dreams with nightmares, as the spell nightmare, except that 
  the dreamstalker nightmare need not enter a trance to do so.
   
  The dreamstalker nightmare may leave the target’s 
  dream whenever it chooses, and is forced out if the target 
  awakens. Regardless of how it leaves, the dreamstalker 
  nightmare can either return to the material plane in the same 
  location that it left, or, if it prefers, can attempt to return in 
  any location on the material plane with which the dreamer 
  is very familiar (as the entry on the familiarity table for 
  teleport), or it can attempt to enter the dreams of any creature 
  that is well known to the target. Doing either requires a 
  successful Wisdom check by the dreamstalker nightmare (DC 
  10), and if the desired location does not exist or the desired 
  person is not currently dreaming, then the dreamstalker 
  nightmare returns to the material plane 5d100 miles from 
  where it left, as the spell plane shift.
   
  Poison Dreams (Su): As a standard action, the 
  dreamstalker nightmare can corrupt the dreams of a single 
  creature within sight that is currently dreaming. The 
  creature’s dreams turn into horrible nightmares, which 
  cause the target to suffer psychosomatic wounds. The target 
  must succeed on a Will save (DC 20) or suffer 10d8 points 
  of damage. Even on a successful save, the target still suffers 
  3d8 points of damage. The target may then make a Will save 
  (DC 20) to wake up. If the target suffered at least 15 points of 
  damage as a result of this ability, he gains a +4 bonus on the 
  saving throw to wake up. The saving throw DC is Charisma-
  based.
  Ecology
   
  When left to their own devices, these fearsome 
  steeds tend to wander the ethereal lands of dreams in great 
  herd. For the most part, they stick to the part of the dream 
  lands that do not correspond to the dreams of any one 
  individual, but should a herd wander into a person’s dreams, 
  terrible nightmares, the likes of which are not normally seen, 
  are sure to follow.
  
  5
  Harbinger Nightmare
   
  These horrifying creatures seem to be made 
  entirely of solid nothingness. Their flesh is beyond simple 
  black, and they are easily distinguishable in even the 
  darkest darkness as being somehow darker still, silhouetted 
  against their surroundings. Only their eyes have any light 
  at all, two sickly-green pinpricks of light that glow with a 
  soul-piercing intensity.
  NIGHTMARE,HARBINGER 
   
   
          CR 15
  XP 51,200
  CE Large outsider (evil, extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +28
  Aura flames of perdition (10 ft., DC 25)
  DEFENSE
  AC 29, touch 19, flat-footed 25 (+6 deflection, +4 Dex, +10 
  natural, -1 size)
  hp 230 (20d10+120); regeneration 5 (good weapons, good 
  spells)
  Fort +17, Ref +16, Will +7
  DR 10/good; Immune ability damage, disease, energy 
  drain, fire; SR 26
  OFFENSE
  Speed 60 ft., fly 90 ft. (perfect)
  Melee bite +26 (1d8+7), 2 hooves +21 (2d6+3 plus 3d6 fire)
  Space 10 ft.; Reach 5 ft.
  Special Attacks death portal, doom gaze
  Spell-Like Abilities (CL 20th)
       Constant—magic circle against good
       At Will—crushing despair (DC 20), darkness, wall of 
  fire
       3/day (self plus 1 rider only)—plane shift
  STATISTICS
  Str 25, Dex 19, Con 21, Int 13, Wis 13, Cha 22
  Base Atk +20; CMB +28; CMD 42 (46 vs. trip)
  Feats Alertness, Improved Initiative, Improved Natural 
  Attack (bite), Improved Natural Attack (hoof), Run, 
  Toughness
  Skills Fly +30, Intimidate +29, Knowledge (planes) +24, 
  Perception +28, Sense Motive +28, Stealth +23, Survival 
  +24
  Languages Abyssal, Infernal
  ECOLOGY
  Environment any (abyss)
  Organization solitary
  Treasure none
   
  Death Portal (Su): When a harbinger nightmare 
  dies, its body transforms into an open rift in the 
  multiverse, which connects the spot of its death to the 
  abyss. This immediately causes 1d3 demons of CR 12 or 
  lower (determined randomly by the GM) to appear in 
  the area. The creatures are not necessarily allies of the 
  harbinger nightmare, and may or may not attack the 
  creatures that killed it, but will typically attack anything 
  that they see.
   
  In addition to the creatures summoned 
  immediately, the portal remains open for a number of days 
  equal to the harbinger nightmare’s Hit Dice, meaning that 
  other demons may wander through. The portal is two-way, 
  and characters can use it to gain access to the abyss, as 
  well. The portal can be closed prematurely with a dispel 
  magic spell, or more powerful magic.
   
  Doom Gaze (Su): Any non-evil creature that lays 
  eyes on a harbinger nightmare is filled with an inescapable 
  feeling of dread and impending doom. This functions as 
  a gaze attack with a range of 30 feet. Affected creatures 
  must succeed on a Will save (DC 26) or become shaken 
  permanently. If the affected creature is good-aligned, the 
  penalties that he suffers for being shaken are doubled (he 
  suffers a -4 penalty on attack rolls, saving throws, skill 
  checks, and ability checks), though he is still considered 
  to have the shaken condition. Affected creatures can be 
  cured of the condition with a break enchantment spell, or 
  more powerful magic.
   
  Flames of Perdition (Su): The area around a 
  harbinger nightmare is filled with a supernatural fire 
  that spares the wicked, and damages only those of good 
  heart. Any non-evil creature that begins its turn within 10 
  feet of the harbinger nightmare suffers 3d6 points of fire 
  damage. If the affected creature is good-aligned, he suffers 
  6d6 points of fire damage, instead. A successful Reflex 
  save (DC 25) halves this damage, regardless of the target’s 
  alignment.  The saving throw DC is Constitution-based.
  Ecology
   
  These horrific steeds are the offspring of the 
  horses that serve as mounts to the four riders of the 
  apocalypse. Though their powers are somewhat less than 
  those of their progenitors, and they are not necessarily 
  directly associated with the end of the world, they 
  nonetheless represent the ultimate doom of all things, and 
  harbor a great malevolence and hatred for the multiverse 
  as a whole. Many sages wonder why these fiends are found 
  only on the abyss, if they are in fact the spawn of the four 
  horsemen’s mounts, and the best answer thus far is that 
  they have been corrupted in some way by the chaotic 
  nature of the abyss, and become more at home with 
  demons than their own kind.
   
  Whatever the case, these fearsome creatures 
  serve as champions against the forces of good, lending 
  their services as mounts to paragons of wickedness, and 
  occasionally serving as masterminds and true villains in 
  their own right.
  
  6
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  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR. 
  Exotic Encounters: Griffons Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Ankhegs Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Manticores Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Harpies Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Medusas Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Doppelgangers Copyright 2013, Necromancers of 
  the Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Wyverns Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Basilisks Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Nightmares Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
   
  END OF LICENSE 
  
  Exotic Encounters: Nightmares
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Exotic Encounters - Nightmares.pdf