Night Mares

Night mares appear as large, black, misty
horses with burning red eyes. Some say
they’re the ghosts of cruelly treated horses.
They look fully solid on the head, torso, and
upper legs, but the lower legs seem like mist,
though this is (sometimes) only an illusion.
These ghosts of wild horses appear only
at night, and they can normally be heard
before they can be seen. At the approach
of a night mare, the area grows unnaturally
quiet. Sometimes, the only audible sound is
the thunder of the hooves. At other times,
the steeds are so stealthy that they can’t be
heard until they’re close enough to strike.
The sudden appearance of one of these
creatures snorting steam can be a most
unnerving event.

Where possible, the night mare likes to
charge an opponent. If the opponent can-
not be trampled, then it will use its head
butt attack. When the creature’s lower half
is insubstantial shadow, someone trying to
gain safety by jumping onto a stage or other
raised platform will find that the steed’s
insubstantial portions of its body can move
right through solid objects.

Typical Night Mare

Reflexes 4D: brawling 5D, dodge 5D, jumping 4D+1, sneak 4D+2
Coordination 1D
Physique 4D: running 4D+2
Knowledge 2D
Perception 4D+1: search 4D+2, tracking 4D+2
Presence 2D+1: con 3D, intimidation 3D+2, willpower 5D
Strength Damage: 2D
Move:25
Fate Points: 0
Body Points: 22
Character Points: 0
Wound levels: 3

Natural Abilities: bite (damage +2; +5 to
combat difficulty); hooves (damage +1D);
head butt (damage +1D); trample (damage
+2D; must charge); darkness form (can
change its lower portion or entire body into
shadow, allowing it to pass through solid
objects and adding +5 to its sneak totals);
weakness to sunlight (sunlight causes 5D
in damage per round of exposure); feeds on
fear and harming others; longevity; large
size (scale value 3).

D6 Adventure Creatures (WEG 51021), © 2005 Purgatory Publishing Inc.
This page is Open Game Content.