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Outsider nightmare

Nightmares are proud and evil creatures with hearts as black as the dark abysses from which they come. They are wild and restless creatures, doing evil wherever they can.

Statistics Edit

Race: outsider
Alignment: neutral evil
Armor class: 25
Hit points: 54
Attack bonus: +13/+8
Damage: d8+4 bludgeoning damage + d6 fire damage (creature weapon)

Hit dice (level): 9
Challenge rating: 8

Saves
  fortitude 9
reflex 8
will 7

Size: medium

Abilities
  strength 18
dexterity 15
constitution 16
intelligence 13
wisdom 13
charisma 12

Trained skills:(‡) concentration (15), intimidate (11), listen (15), move silently (13), search (11), spot (15)
Feats: alertness, darkvision, improved initiative, weapon proficiency (creature)

Blueprint:(‡) x3_nightmare001 to x3_nightmare003
Nightmare 1 has barding.
Nightmare 2 is bareback.
Nightmare 3 has a saddle.

Special abilities Edit

Nightmares 1 and 3 have a fast movement rate.

Notes Edit

  • Added in patch 1.69.
  • Nightmares 1 and 3 use the associate script set, so can be readily used as associates. If not used as associates, these versions are still non-hostile by default (members of the commoner faction).
  • If saddlebags are enabled in a module, talking to one's nightmare (excluding x3_nightmare002, which is unsuitable as an associate anyway) may open the nightmare's inventory. Enabling saddlebags consists of setting the local variable "X3_HORSE_ENABLE_SADDLEBAGS" to a non-zero integer value on the module. In addition, each nightmare that has saddlebags must have the local variable "bX3_HAS_SADDLEBAGS" set to a non-zero integer value on the nightmare itself. (No nightmares have this preset.)
  • The weapon the nightmare uses is typically not affected by spells (e.g. magic weapon).

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