# Nightmare Beast
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >hooves: 1d8 (×2)
> >bite: 2d6 (×2)
> >Melee/Ranged: +22/+14
> >Secondary: +17/+9
> >Multiattack: +20/+12
> >M/R_PA: +18/+10
> >2nd/PA: +13/+5
> >MA_PA: +16/+8
> >Itterative: 3
> > xDmg:: Str: +9; Str2: +13; StrOH: +4; StrPA: +17; StrPA2H: +25; StrPAOH: +8
> > xDCs:: Str: 26; Dex: 18; Con: 24; Int: 16; Wis: 18; Cha: 17
> > xFeat:: 6/8 (2)
> >
> >
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Nightmare Beast</div>
<div class="CR">CR 15 (51,200 XP)</div>
<div class="SOU">Monster Manual 2</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
CE Huge Magical Beast
**Init** +1
**Senses** darkvision 60 ft., low-light vision; **Perception** +1
#### defense
**AC** 21, 9 touch, 20 flat-footed (+1 Dex, +12 natural, -2 size)
**hp** 180 (15d10+105)
**Fort** +16, **Refl** +10, **Will** +6
**Feint** 26, **Demoralize** 26
**DR** 15/magic; **SR** 26
#### offense
**Speed** 30 ft.
**Melee** 2 hooves +23 (1d8+10 plus 1d4 fire), bite +23 (1d8+10)
**Space** 15 ft., **Reach** 10 ft.
**Special Attacks** augmented critical, nightmares
**Spell-Like Abilities** (CL 10th; Concentration +10)
> **2/day**— chain lightning, cloudkill, dimension door, disintegrate, dispel magic, fireball, heat metal, incendiary cloud, lightning bolt, monster summoning V, wall of fire
#### statistics
**Str** 28, **Dex** 13, **Con** 24, **Int** 8, **Wis** 13, **Cha** 11
**BAB** +15, **CMB** +22, **CMD** 33, **TA** +22, **RTA** +14
**Feats** [[Cleave]], [[Improved Bull Rush]], [[Improved Critical]] (tusk), [[Improved Overrun]], [[Multiattack]], [[Power Attack]]
**Skills** Acrobatics +19, Perception +1
**Languages**
#### special abilities
### Augmented Critical (Ex)
A nightmare beast's natural attacks threaten a critical hit on a 19-20 and deals ×3 damage on a successful critical hit.
### Nightmares (Su)
Perhaps the nightmare beast's most powerful weapon is the one from which its name is derived. Every intelligent creature that falls asleep within 10 miles of a nightmare beast must succeed at a Will save (DC 17) or suffer from horrid, vivid nightmares of being stalked and killed by monsters, demons, cruel enemies, or whatever else it fears. The effect is otherwise the same as that of a nightmare spell (caster level 15th; Will save DC 17), except that a dispel evil spell cast on a victim does not stun the nightmare beast. A remove curse or a successful dispel magic negates the effect. Once a creature has either been affected by this ability or made a successful save, it cannot be affected by that nightmare beast's nightmare power again for 24 hours.