Huge Magical Beast
Hit Dice: 15d10+105 (187 hp)
Speed: 30 ft.
AC: 21 (-2 size, +1 Dex, +12 natural), touch 9, flat-footed 20
Attacks: 2 tusks +22 melee and 2 claws +20 melee and bite +20 melee
Damage: Tusk 4d6+9/17-20, claw 2d4+4/19-20, bite 4d6+4/19-20
Face/Reach: 15 ft. /10 ft.
Special Attacks: Nightmares, Spell-like abilities, Trample 4d6+13
Special Qualities: Augmented critical, darkvision 60 ft., DR 15/magic, low-light vision, SR 20
Saves: Fort +16, Ref +10, Will +6
Abilities: Str 28, Dex 13, Con 24, Int 8, Wis 13, Cha 11
Skills: Jump +24, Spot +10
Feats: Cleave, Improved Critical (tusk), Improved Bull Rush, Improved Overrun, Multiattack, Power Attack
Climate/Terrain: Any land
Challenge Rating: 15
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Always chaotic evil
Advancement: 16-30 HD (Huge); 31-45 HD (Gargantuan)
Level Adjustment: -
With a disposition as bad as its reputation, it’s no wonder that a nightmare beast spreads terror wherever it goes.
A nightmare beast stands at least 20 feet tall on its four legs. Each of its digits is tipped with a 3-foot-long claw. Its jaws are filled with 1-foot-long teeth and flanked by curved tusks the size of cavalry lances. A nightmare beast’s thick, tough hide is typically dark gray with dark blue, purple, or brown splotches in between patches of bony material. Its red eyes, each the size of a man’s head, glow in the dark.
The nightmare beast prefers to lair in a remote cave. It spends most of its time in search of food, and it tends to hunt in one area until the food supply is exhausted. At that point, it usually hibernates for up to one year, then awakens again in a ravenous state.
This monster has no interest in treasure, nor does it often bring any prey back to its lair, unless the kill is so large that it cannot be consumed all at once. A nightmare beast often inadvertently eats treasures along with their owners, so occasionally items of value turn up in the creature’s lair at a later time.
Nightmare beasts speak Abyssal.
Few monsters aside from dragons are as dangerous as a nightmare beast. The creature attacks anything that looks like food with its teeth, tusks, and claws, dealing massive amounts of damage by means of its augmented critical ability. Moreover, in spite of all that damage potential, its most dangerous weapons are its spell-like abilities.
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.
Spell-Like Abilities: 2/day—chain lightning, cloudkill, dimension door (1,000 ft. range), disintegrate, dispel magic, fireball, heat metal, incendiary cloud, lightning bolt, monster summoning V, wall of fire. Caster level 10th; save DC 10 + spell level.
Trample (Ex): As a standard action during its turn each round, a nightmare beast can trample opponents at least one size category smaller than itself by making a running jump from up to 35 feet away. This attack deals 4d6+13 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 26) for half damage.