The Nightmare
Designers Ed Greenwood
& Rob McCreary
Illustrator James Keegan
W
ell known in legend,
tavern-told tales of terror,
and awful, recurring
dreams suffered by those who have
encountered them, nightmares
are cunning and malicious
shadowy beasts. Typically ridden
by powerful evil entities, mortals
rarely see wild nightmares—those
unbound to a rider. They are often
described as “flaming black devil
horses,” but they have no particular
link to devils and, indeed, are not
even horses.
Product Identity for this product, as defined in the Open Game License version 1.0a, is designated as all artwork, characters, dialogue, locations, plots, proper names, storylines, tradedress,
and trademarks. Open Content, as defined in the Open Game License version 1.0a, is designated as game mechanics, excepting material previously designated as Product Identity.
™ Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the
Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing,
LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
Copyright © 2010 Open Design LLC. Open Design and Monster Chronicles are trademarks of Open Design LLC.
In the Wild not kill needlessly, thereby wasting food. a narrow doorway, by shifting substance into
In the mortal world, nightmares are drawn their limbs, neck, and head. Either change can
On their home plane, nightmares live in small, to roads because they represent markers back be done repeatedly and in both “directions”
roaming packs, relying on speed and stealth to where they entered the plane; instinctively, while moving or fighting if need be and without
to hunt down prey and to elude those who a nightmare wants to know where it came discomfort. They can’t change their basic body
would capture and tame them. Nightmares from, even if it never returns there. However, shape or color with this limited ability, but
are observant and curious, learning constantly mortal legends about nightmares being they can lengthen their lips to cover their sharp
about the world around them, just like rangers compelled to stay on a road, being unable to fanged teeth and douse their personal flames
and other mortals who study the natural world. cross a road, or being stopped in their tracks by utterly for as long as they desire.
Nightmares remember foes, the tactics those running water are all nonsense—either fanciful A nightmare can never be harmed by its
foes use, and the perils of substances and embellishments or mistaken observations of own flames, and the creature involuntarily
items they have encountered before, so luring magic successfully used against nightmares. confers its innate fire resistance to riders.
nightmares into traps is very difficult. This resistance protects a rider against
Within a pack, although there are struggles Physiology the nightmare’s own flames, including
for dominance whenever a leader is destroyed, conflagrations started by the nightmare’s
there is absolute loyalty—even when a leader Nightmares have black hides and horse-shaped flames; the nightmare cannot withdraw this
is badly wounded—because the experience of bodies with long, flowing black manes and tails. resistance from the rider.
a leader is highly valued by nightmares. This In rare instances, individual hairs turn white Nightmares do not require sleep, though an
makes nightmare packs incredibly canny or blue-white, usually the result of magical exhausted or wounded nightmare will often lie
foes. They communicate over great distances attacks. quiet for long periods, going torpid while its
by releasing (or spitting) fireballs into the Nightmares have burning red eyes, visible at body heals. In extreme cases, this torpor may
air; the shapes and hues of these flames have a considerable distance, but their eyes become last for up to a week.
meanings specific to a pack. Because they solid black when they lower a translucent Nightmares do need moisture, which they
are far too intelligent to challenge powerful eyelid that protects against harmful gases, can drink or absorb through their hides from
intruders or travelers, they will hide until such smoke, dust and sand. They can also close their their surroundings, and they can eat grains
perils have passed or until they can catch a eyes entirely to hide their blazing gaze. They and vegetables; they will even dose themselves
creature alone or at a disadvantage. are well aware of their own appearance and with herbal medicines by seeking out and
Nightmare packs seldom deplete all the know how to conceal it when approaching prey eating the right leaves, barks, roots, and shoots.
food in a given area or do anything to attract or deceiving other creatures as to their true However, they crave live prey—red raw meat.
much attention to their presence if they know nature. Most nightmares can enjoy both cooked and
that powerful foes are nearby. They view the Any nightmare can, at will, lengthen its raw flesh; some, however, have developed
world around them—both their own plane legs slightly to achieve greater height for itself particular preferences regarding the state and
and the mortal world—as a hunting ground and its rider by “shifting” substance from its nature of meat: its source, its age, the amount
to be husbanded and mastered for long-term central mass. A nightmare can also briefly slim of blood, how afraid the victim was, and so
exploitation, not merely as a buffet. They may down its body to fit through a narrow space, on. Nightmare bites can easily sever limbs, but
treat prey cruelly, but unless angered, they will such as between trees in a thicket or through their long fangs are primarily made for raking
Open Design’s Monster Chronicles The Nightmare 2
the skin from flesh and the flesh from bone of Of course, there are horrific tales of mortals can be increased if you prepare yourself in
the dead and dying. mating with nightmares, usually involving certain secret ways and then ride a nightmare.
agonizing deaths for mortal females when the Particular respected sages insist these rumors
Nightmare Sex resulting nightmare young are born, but the are true.
truth behind these stories is that nightmares
Nightmares are hermaphroditic; that is, can only mate with mortals if shapeshifting Nightflames
they have the internal reproductive organs magic is used. In these cases, the mortal genes
and retractile genitalia of both genders. A almost always predominate, resulting in A nightmare creates flames at will by releasing
particular nightmare usually chooses to act as human offspring who have burning eyes, fangs, a particular secretion with its sweat, which
one gender, but if needed to replenish a pack, and, very rarely, the ability to sweat flames ignites on contact with air, causing long
it can shift its gender. Nightmares, however, at will, as a nightmare does. (Treat these wisps and streamers of flame in the air; even
cannot fertilize themselves. characters as tieflings.) a small amount of their sweat can trigger a
Nightmares give birth to live young great amount of flame. Exertion alone can’t
after a gestation period of 340 days involuntarily cause a nightmare to flame but
Alchemical Uses of (comparable to mortal horses)— deep wounds can; typically, the edges of the
Nightflame the gestation of a nightmare-sired wound will burn continually.
tiefling is only a little shorter, The manes and tails of nightmares never
Alchemists and daring adventurers have on occasion roughly 333 days.The young are burn or emit flame and can be handled safely
managed to bottle pieces of nightmare flesh submerged in ungainly and unsteady, lacking at all times: “safely” in this case being a relative
oil of fire resistance, the blood of a red dragon or phoenix, balance and control over their term that says nothing about the attitude of a
or salamander essence. This allows them to create brief plane shift ability; they are not nightmare so handled but merely confirms that
gouts of flame at will by probing the liquid-immersed flesh,
yet able to exude enough flame fire damage will not come to a mortal from a
allowing small bubbles of sweat to escape from it. The flesh
for what mortals call the “hooves mane or tail—though it usually will from the
won’t float in the flame-quenching medium, but the sweat
of hell” fire attack. Otherwise, rest of the nightmare’s body.
will rise up through it and burst into flame when meeting
they are just smaller (lower hp)
air at the open top of the bottle without affecting the
bottle’s contents. versions of adult nightmares. Nightgloom
Such bottles can be hurled as incendiary “bombs” since Given sufficient food, they’ll grow
they can be readily thrown in a non-flaming, unignited to adulthood swiftly—in a month All nightmares have a seldom-mentioned
state. They explode into flame only when the sealed bottle or less. ability to create shadows (or gloom) around
shatters on impact. Human tales about gaining themselves though the strength of this
Nightmare flesh has been described as sharp and smoky magical abilities, even temporarily, ability varies widely in intensity from
in flavor, even sulfuric. It can be safely ingested only by by engaging in sex while “riding individual to individual. Some nightmares
creatures who take no harm from flames raging inside a nightmare” are mere fancies. can hide themselves in a cloud of seemingly
their bellies or by mortals when it has been thoroughly However, there are persistent impenetrable darkness, even in brightly sunlit
boiled in one of the flame-quenching substances rumors that the intensity and conditions, but this is very rare.
mentioned above.
reach of certain dark rituals More often, a nightmare can exude what
Open Design’s Monster Chronicles The Nightmare 3
more than one observer has described as Typically, a nightmare will use hit-and-
a “moving cloud of shadow” around itself, run attacks to bite and hoof-slash opponents Vampiric
generating this gloom at will. This ability can before bringing the great fire of its “hooves of Nightmares
be used and ended in an instant, dissipating hell,” for such a blaze can ignite combustible
in a round by silent act of will. Most often, a surroundings and destroy or forewarn other Nightmares can become vampires by
torpid nightmare that can’t find a cave or dark prey into flight and attract the attention of devouring vampires, but the powers this
place to bide in will create its own shade; it competing nightmares and other predators. gives them vary widely from nightmare to
is much less frequently used in hunting. For nightmare. They always gain regeneration
some unknown reason, nightmares seem Nightmares and Their Riders but seldom the usual vulnerabilities of a
vampire.
reluctant to use it while advancing to attack,
though they often gather shadows when Nightmares must be defeated in combat before Elder nightmares who happen to be
stalking prey. This gloom stalking is a tactic they will suffer being ridden by any creature. vampiric or who become vampires usually
gain all vampire abilities and vulnerabilities
nightmares use to learn more about them, Often, they will flee or turn on injured or
with full understanding of them and as
when they don’t intend to attack and merely weakened riders, but nightmares that have
much control over them as any other
desire to remain undetected. experienced long and mutually profitable
sort of vampire has.
rider-mount relationships may aid and even
Nightmare Battle Tactics rescue longtime companions with loyalty and
even tenderness. A continued career with the rider never suffers from the horrific
A nightmare can move in near-silence with its rider is likely more beneficial, they judge, for dreams suffered by other mortals who have
flames doused and wait with great patience, themselves and their offspring than going off encountered nightmares, even if sleeping near
immobile if need be, for long periods of time. alone. other nightmares the rider is not bound to. The
Tales frequently tell of human adventurers However, a nightmare that has only recently nature of blood binding forces a nightmare
perishing because they thought nightmares been mastered often seeks to trick or harm to regard attacks on its rider as an attack on
were merely equine statues and climbed onto its rider if it believes it can do so without itself; even if the attacker is another nightmare
them to try to scale walls. That is, of course, fatal reprisals. Any entity who seeks to ride a related to the bloodbound nightmare, the
before the nightmares broke their stillness to nightmare should be ready to deal death to it at bound mount will defend its rider as vigorously
attack. a moment’s notice. A simple and widely known as if it were itself threatened with death.
The so-called “hooves of hell” attack, in blood binding, which any creature can perform It should be clearly understood that there is
which a nightmare races along leaving raging involves mingling a few drops of the blood a difference between a nightmare serving as a
fire in its wake—often in a ring around a foe—is from rider and nightmare. This ritual makes mount and a nightmare temporarily suffering a
nothing more than a rush of nightflame, which it impossible for a nightmare to fail to hear or rider to sit on its back. There are innumerable
it takes a nightmare some time to replenish. understand any command voiced by the rider true tales of mortals mistaking a nightmare
Easily setting combustibles ablaze, they use the regardless of language barriers; their minds for a horse, such as after a nightmare has set a
resulting firewalls against weak or exhausted are linked so orders are clearly understood. barn afire and the owner rushes to it seeking
prey or against creatures swift enough to try to Additionally, it prevents them from acting in to secure valued or beloved property and leaps
escape the nightmare. any way against a sleeping rider. A bloodbound onto it. In such an instance, the nightmare
Open Design’s Monster Chronicles The Nightmare 4
obligingly gallops off to where it can hurl the Most elder nightmares grow slightly larger links to a particular nightmare.
rider onto rocks to dash it to death and dine on than “ordinary” nightmares and may gain the These dreams can act as conduits that
the remains, or it simply bucks its prey to the ability to shift the appearance of their eyes permit deities or their servitors to send visions
ground and proceeds to bite it, trample it, and at will. Their eyes may even seem like human into the opened minds of the dreamers—even
burn it with a swift and tight ring of fire. ones; for instance, they could have blue or persisting after awakening. This is why priests
green irises complete with black pupils and sometimes stand vigil over those who’ve seen
Elder Nightmares white corneas. nightmares, hoping to hear what is recalled of
dreams and learn from the visions.
Some, but not all, nightmare pack leaders are Nightmares, Nightmares Everywhere Warriors fated to die in battle sometimes
elder nightmares. dream of riding a nightmare down a long and
A nightmare becomes an elder nightmare The nightmares, of the bad-dream variety, in wild path to their own dooms, even if they’ve
by consuming the lives of at least seven mortals who encounter these creatures are never seen a nightmare in their waking lives.
magical beasts more powerful than itself or caused by trace contact with the nightflame There are dark cults whose members revere
by swallowing and digesting magic items, caused by nightmare secretions, not merely by nightmares as sources of power and seek to
dissolving them slowly over years and even seeing a flaming black horse with fangs. This ride them, untamed—not bloodbound. They
decades of mortal time with great discomfort means that almost everyone who is burned by are the source of the screaming, burning riders
and, all that time, becoming greater than most a nightmare will have a horrific dream. sometimes seen clinging to the mane or, if
nightmares knew possible. This is not a road For victims that have been burned by being dragged, the tail of a nightmare galloping
to enhanced abilities explicitly known to a nightmares many times before, the dream through the night.
nightmare and is typically gained by accident. still occurs but may not
However, elder nightmares always realize, after engender terror because of
the fact, how they achieved this state, and they its very familiarity; however,
may or may not choose to share this knowledge this also means that the
with a favored successor. mortal need not be burned
This greatness manifests in three ways: by a nightmare to suffer
increased vitality (+1d4 Strength, +1d4 the bad dreams: they only
Constitution, and 2d10 additional hp); the need to come into contact
ability to open planar portals both for self with something that the
and nearby companions, such as the rest nightmare has recently
of a nightmare pack; and—very rarely— come into contact with,
subsumption of some magical ability from a such as a door or tree trunk,
beast or item they have consumed. For the or for the nightmare to pass
latter, the elder nightmare gains and can use close. Young mortals are
or emit a magical power, ability, or discharge especially susceptible to the
effect in addition to their innate nightmare bad dreams, occasionally
abilities. forming permanent psychic
Open Design’s Monster Chronicles The Nightmare 5
DEFENSE Languages Abyssal, Ignan, Infernal
AC 28, touch 12, flat-footed 24 (+4 Dex, +16 ECOLOGY
natural, -2 size) Environment any (Elemental Plane of Fire)
hp 161 (14d8+84) Organization solitary or pack (6-18)
Fort +15, Ref +13, Will +6 Treasure none
DR 1/—; Immune fire SPECIAL ABILITIES
Weaknesses vulnerability to cold
Cloud of Brimstone (Su) As a free action, a
OFFENSE
karabasan may surround itself with a 20-ft.-
Spd 40 ft., fly 90 ft. (good) radius cloud of sulfurous smoke that chokes
Melee bite +19 (2d6+7 plus 1d8 fire), 2 hooves and blinds opponents. Anyone in the cloud
+14 (2d6+3 plus 1d8 fire) must succeed on a DC 23 Fortitude save
Space 15 ft.; Reach 10 ft. or be nauseated while within the cloud and
Special Attacks cloud of brimstone (DC 23), be blinded for 1d6 minutes after leaving the
heat, immolation (DC 23) cloud. The noxious cloud lasts 1 round and
Spell-Like Abilities (CL 15th) provides concealment to the karabasan
1/hour (self plus 1 rider only)—plane shift against creatures 5 ft. or farther away, but it
TACTICS does not obscure the karabasan’s vision at
During Combat A karabasan typically charges all. The save DC is Constitution-based.
on the first round of combat, enveloping Heat (Ex) A karabasan’s red-hot body deals
opponents in its cloud of brimstone. It focuses 1d8 extra fire damage whenever it hits in
its attacks, first, on any creatures dealing cold melee. Creatures hitting a karabasan with
damage to it. natural weapons or unarmed attacks take
Nightmare, Karabasan Morale A karabasan fights until reduced below fire damage as though hit by the karabasan’s
30 hp, then uses its immolation ability. If any attacks.
This huge horse has a crimson coat, fiery
enemies still survive, it flees, using plane shift if Immolation (Su) Once per day, a karabasan
steel hooves, and a mane and tail of living
necessary. can burst into flame, unleashing a wave of
flame. Enveloped in a cloud of reeking
STATISTICS elemental fire in a 20-ft. burst. All creatures
brimstone, its entire body radiates heat. An
evil intelligence lurks behind its ever burning Str 25, Dex 19, Con 22, Int 12, Wis 10, Cha 14 within this radius take 10d6 fire damage
eyes. Base Atk +14; CMB +23; CMD 37 (39 vs. trip) unless they make a DC 23 Reflex save for
Feats Alertness, Cleave, Improved Initiative, half damage. The save DC is Constitution-
Improved Overrun, Iron Will, Power Attack, based.
Karabasan CR 11
Run A karabasan, or fire mare, is a mighty
XP 12,800 Skills Acrobatics +17, Bluff +15, Fly elemental horse possessed of a malign
NE Huge outsider (evil, extraplanar, fire) +17, Knowledge (arcana, planes) +14, intelligence. They roam in packs across the
Init +8; Senses darkvision 60 ft.; Perception +17 Perception+17, Sense Motive +17, Stealth +17, Elemental Plane of Fire and occasionally
Aura cloud of brimstone 20 ft. Survival +14 serve more powerful elemental outsiders.
Open Design’s Monster Chronicles The Nightmare 6
Typical Physical Characteristics more animalistic and less intelligent and karabasans as mounts, but the fire mares are
replacing some of their nightmarish abilities not simple domesticated horses. A karabasan
A karabasan resembles a powerful horse of with others more suited to their new elemental serves only in exchange for payment, whether
prodigious size with a fiery crimson coat and habitat. While they lost the ability to visit the that is the promise of power, the granting of
flaming mane. Karabasans can grow up to 16 ft. Ethereal Plane, they learned from the genies wishes, or more mundane treasures.
long, and weigh 4 tons or more. how to travel to the Elemental Planes instead. Otherwise, karabasans must be coerced into
Karabasans are carnivorous and hunt lesser service. Azers have been known to capture
Habitat & Society denizens of the Elemental Plane of Fire such and harness fire mares to pull brazen war
as small elementals, magmin, and mephits. As chariots in their wars against the efreet, but
Karabasans are descended from cauchemars outsiders, karabasans do not need to eat when the karabasans turn on their azer masters with
brought to the Elemental Plane of visiting other planes, though they often prefer no hesitation if given the chance. Ω
Fire ages ago. Over time, fresh or even still-living meat.
Editor & Graphic Designer Scott Gable
they adapted to Karabasans live in nomadic packs,
the hellish ranging the wilds of the Elemental Plane of
Cover Designer Crystal Frasier
conditions, Fire, but individuals serve as allies to other Logo Designer Jaye Sonia
becoming evil outsiders. Efreet, in particular, favor Additional Art Aksel Johannessen,
Leonardo da Vinci
Kobold-in-Chief Wolfgang Baur
OPEN GAME LICENSE Version 1.0a notice indicating that the Open Game Content may only be Used under and in any version of this License.
The following text is the property of Wizards of the Coast, Inc. and is Copyright terms of this License. You must affix such a notice to any Open Game Content 10. Copy of this License: You MUST include a copy of this License with every copy
2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. that you Use. No terms may be added to or subtracted from this License except of the Open Game Content You Distribute.
as described by the License itself. No other terms or conditions may be applied to 11. Use of Contributor Credits: You may not market or advertise the Open Game
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners any Open Game Content distributed using this License. Content using the name of any Contributor unless You have written permission
who have contributed Open Game Content; (b)”Derivative Material” means 3. Offer and Acceptance: By Using the Open Game Content You indicate Your from the Contributor to do so.
copyrighted material including derivative works and translations (including acceptance of the terms of this License. 12. Inability to Comply: If it is impossible for You to comply with any of the terms
into other computer languages), potation, modification, correction, addition, 4. Grant and Consideration: In consideration for agreeing to use this License, the of this License with respect to some or all of the Open Game Content due to
extension, upgrade, improvement, compilation, abridgment or other form in Contributors grant You a perpetual, worldwide, royaltyfree, non-exclusive license statute, judicial order, or governmental regulation then You may not Use any Open
which an existing work may be recast, transformed or adapted; (c) “Distribute” with the exact terms of this License to Use, the Open Game Content. Game Material so affected.
means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit 5. Representation of Authority to Contribute: If You are contributing original 13. Termination: This License will terminate automatically if You fail to comply
or otherwise distribute; (d) “Open Game Content” means the game mechanic material as Open Game Content, You represent that Your Contributions are Your with all terms herein and fail to cure such breach within 30 days of becoming
and includes the methods, procedures, processes and routines to the extent such original creation and/or You have sufficient rights to grant the rights conveyed by aware of the breach. All sublicenses shall survive the termination of this License.
content does not embody the Product Identity and is an enhancement over the this License. 14. Reformation: If any provision of this License is held to be unenforceable, such
prior art and any additional content clearly identified as Open Game Content by the 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion provision shall be reformed only to the extent necessary to make it enforceable.
Contributor, and means any work covered by this License, including translations of this License to include the exact text of the COPYRIGHT NOTICE of any Open
and derivative works under copyright law, but specifically excludes Product Game Content You are copying, modifying or distributing, and You must add the 15. COPYRIGHT NOTICE
Identity. (e) “Product Identity” means product and product line names, logos and title, the copyright date, and the copyright holder’s name to the COPYRIGHT Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
identifying marks including trade dress; artifacts; creatures characters; stories, NOTICE of any original Open Game Content you Distribute.
storylines, plots, thematic elements, dialogue, incidents, language, artwork, 7. Use of Product Identity: You agree not to Use any Product Identity, including System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors
symbols, designs, depictions, likenesses, formats, poses, concepts, themes and as an indication as to compatibility, except as expressly licensed in another, Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax
graphic, photographic and other visual or audio representations; names and independent Agreement with the owner of each element of that Product Identity. and Dave Arneson.
descriptions of characters, spells, enchantments, personalities, teams, personas, You agree not to indicate compatibility or co-adaptability with any Trademark or Pathfinder RPG Core Rulebook. Copyright 2009, Paizo
likenesses and special abilities; places, locations, environments, creatures, Registered Trademark in conjunction with a work containing Open Game Content Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet,
equipment, magical or supernatural abilities or effects, logos, symbols, or graphic except as expressly licensed in another, independent Agreement with the owner Monte Cook, and Skip Williams.
designs; and any other trademark or registered trademark clearly identified as of such Trademark or Registered Trademark. The use of any Product Identity in The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights
Product identity by the owner of the Product Identity, and which specifically Open Game Content does not constitute a challenge to the ownership of that reserved.
excludes the Open Game Content; (f) “Trademark” means the logos, names, Product Identity. The owner of any Product Identity used in Open Game Content Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott
mark, sign, motto, designs that are used by a Contributor to identify itself or its shall retain all rights, title and interest in and to that Product Identity. Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson,
products or the associated products contributed to the Open Game License by 8. Identification: If you distribute Open Game Content You must clearly indicate Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based
the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, which portions of the work that you are distributing are Open Game Content. on original content from TSR.
format, modify, translate and otherwise create Derivative Material of Open Game 9. Updating the License: Wizards or its designated Agents may publish updated
Content. (h) “You” or “Your” means the licensee in terms of this agreement. versions of this License. You may use any authorized version of this License to Monster Chronicles: The Ecology of the Nightmare, Copyright 2010, Open Design
2. The License: This License applies to any Open Game Content that contains a copy, modify and distribute any Open Game Content originally distributed under LLC, www.koboldquarterly.com. All rights reserved.
Open Design’s Monster Chronicles The Nightmare 7