pf2e.fyi
From Pathfinder Society Scenario #4-11: Prisoners of the Electric Castle, which isn't enabled.

Deimostride (9-10)

CREATURE 10

Weak Greater Nightmare

The enormous greater nightmare is a more dangerous variety of nightmare, particularly valued for its ability to invade other realities with its rider.


Nightmares are flaming equine harbingers of death.


Perception +20; darkvision
Languages Chthonian, Daemonic, Diabolic
Skills Acrobatics +21, Athletics +22, Intimidation +20, Survival +18
Str +7, Dex +4, Con +5, Int +2, Wis +5, Cha +3

AC 29; Fort +23, Ref +22, Will +19
HP 180; Resistances fire 15
Smoke (aura)

20 feet. Deimostride continually exhales black smoke that creates Concealment in an aura around him. Deimostride and his riders can see through this smoke. A creature that begins its turn in the area becomes Sickened 2 (DC 23 Fortitude negates) and is then temporarily immune sickness from the smoke for 1 minute. Deimostride, his rider, any creature currently holding its breath (or that does not need to breathe), and any creature immune to poison are immune to the aura's sickened effect but not the concealment.


Speed 60 feet, fly 120 feet
Melee Jaws +22 (magical, unarmed, unholy), Damage 2d10+9 piercing plus 1d6 spirit
Melee Hoof +22 (agile, evil, fire, magical, unholy), Damage 1d8+9 bludgeoning plus 1d6 spirit plus 2d8 fire
Divine Innate Spells DC 26, attack +18; 7th Ethereal Jaunt (Self and Rider Only), Plane Shift (Self and Rider Only)
Flaming Gallop (fire)

Deimostride Strides or Flies up to triple its Speed. Its hooves burst with intense flame, dealing 6d6-2 fire damage (DC 28 basic Reflex save) once to each creature other than his rider that he moves adjacent to during its gallop.

Trample

Large or smaller, hoof, DC 28 basic Reflex


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).

Pathfinder Society Scenario #4-11: Prisoners of the Electric CastleOGL