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<blockquote data-quote="Khisanth the Ancient" data-source="post: 3462302" data-attributes="member: 11368"><p>Nightmare creatures are beings native to the Dimension of Nightmares. These creatures resemble their normal analogues, but are more terrible in form, and usually possess disquietingly asymmetrical bodies.</p><p></p><p>CREATING A NIGHTMARE CREATURE</p><p></p><p>"Nightmare creature" is an inherited template that can be applied to any corporeal creature.</p><p></p><p>Attacks: If it has no natural attacks, a nightmare creature gains a bite attack as a primary natural attack. It deals damage as shown below.</p><p></p><p>Fine -</p><p>Diminutive 1</p><p>Tiny 1d2</p><p>Small 1d3</p><p>Medium 1d4</p><p>Large 1d6</p><p>Huge 1d8</p><p>Gargantuan 2d6</p><p>Colossal 2d8</p><p></p><p>Special Attacks:</p><p></p><p>A nightmare creature retains all the base creature's special attacks and gains the following:</p><p></p><p>Poison (Ex): A nightmare creature's primary natural attack transmits a poison. Fort DC 10 + 1/2 creature's HD + creature's Con modifier, initial and secondary damage 1d4 Dex.</p><p></p><p>Special Qualities:</p><p></p><p>Resistance (Ex): A nightmare creature has acid resistance 5. If it has 8 HD or more, it also has cold and fire resistance 10.</p><p></p><p>Damage Reduction (Ex): A nightmare creature with 8 HD or more has DR 10/magic.</p><p></p><p>Environment: Any</p><p></p><p>Challenge Rating: As base creature (HD 7 or less); +1 (HD 8+)</p><p></p><p>NIGHTMARE DIRE BAT</p><p>Large Animal</p><p> Hit Dice: 4d8+12 (30 hp) </p><p>Initiative: +6 </p><p>Speed: 20 ft. (4 squares), fly 40 ft. (good) </p><p>Armor Class: 20 (–1 size, +6 Dex, +5 natural), touch 15, flat-footed 14 </p><p>Base Attack/Grapple: +3/+10 </p><p>Attack: Bite +5 melee (1d8+4) </p><p>Full Attack: Bite +5 melee (1d8+4) </p><p>Space/Reach: 10 ft./5 ft. </p><p>Special Attacks: Poison</p><p>Special Qualities: Blindsense 40 ft., resistance to acid 5</p><p>Saves: Fort +7, Ref +10, Will +6</p><p> Abilities: Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6 </p><p>Skills: Hide +4, Listen +12*, Move Silently +11, Spot +8* </p><p>Feats: Alertness, Stealthy</p><p> Environment: Any</p><p>Organization: Solitary or colony (5–8) </p><p>Challenge Rating: 2 </p><p>Treasure: None</p><p> Alignment: Always neutral </p><p>Advancement: 5–12 HD (Large)</p><p> Level Adjustment: —</p><p></p><p>Poison (Ex): A nightmare dire bat's bite transmits a poison. Fort DC 15, initial and secondary damage 1d4 Dex.</p><p></p><p>Blindsense (Ex): A nightmare dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.</p><p></p><p>Skills: Nightmare dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.</p></blockquote><p></p>
[QUOTE="Khisanth the Ancient, post: 3462302, member: 11368"] Nightmare creatures are beings native to the Dimension of Nightmares. These creatures resemble their normal analogues, but are more terrible in form, and usually possess disquietingly asymmetrical bodies. CREATING A NIGHTMARE CREATURE "Nightmare creature" is an inherited template that can be applied to any corporeal creature. Attacks: If it has no natural attacks, a nightmare creature gains a bite attack as a primary natural attack. It deals damage as shown below. Fine - Diminutive 1 Tiny 1d2 Small 1d3 Medium 1d4 Large 1d6 Huge 1d8 Gargantuan 2d6 Colossal 2d8 Special Attacks: A nightmare creature retains all the base creature's special attacks and gains the following: Poison (Ex): A nightmare creature's primary natural attack transmits a poison. Fort DC 10 + 1/2 creature's HD + creature's Con modifier, initial and secondary damage 1d4 Dex. Special Qualities: Resistance (Ex): A nightmare creature has acid resistance 5. If it has 8 HD or more, it also has cold and fire resistance 10. Damage Reduction (Ex): A nightmare creature with 8 HD or more has DR 10/magic. Environment: Any Challenge Rating: As base creature (HD 7 or less); +1 (HD 8+) NIGHTMARE DIRE BAT Large Animal Hit Dice: 4d8+12 (30 hp) Initiative: +6 Speed: 20 ft. (4 squares), fly 40 ft. (good) Armor Class: 20 (–1 size, +6 Dex, +5 natural), touch 15, flat-footed 14 Base Attack/Grapple: +3/+10 Attack: Bite +5 melee (1d8+4) Full Attack: Bite +5 melee (1d8+4) Space/Reach: 10 ft./5 ft. Special Attacks: Poison Special Qualities: Blindsense 40 ft., resistance to acid 5 Saves: Fort +7, Ref +10, Will +6 Abilities: Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6 Skills: Hide +4, Listen +12*, Move Silently +11, Spot +8* Feats: Alertness, Stealthy Environment: Any Organization: Solitary or colony (5–8) Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 5–12 HD (Large) Level Adjustment: — Poison (Ex): A nightmare dire bat's bite transmits a poison. Fort DC 15, initial and secondary damage 1d4 Dex. Blindsense (Ex): A nightmare dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them. Skills: Nightmare dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated. [/QUOTE]
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