pf2e.fyi
From Pathfinder Society Scenario #3-17: Dreams of a Dustbound Isle, which isn't enabled.

Smoldering Nightmare

CREATURE 4

Variant nightmare

Nightmares are flaming equine harbingers of death.


Perception +11; darkvision
Languages Chthonian, Daemonic, Diabolic
Skills Acrobatics +10, Athletics +12, Intimidation +10, Survival +9
Str +4, Dex +2, Con +2, Int +1, Wis +3, Cha +2

AC 21; Fort +12, Ref +12, Will +9
HP 64; Resistances fire 5
Smoke (aura)

15 feet. The nightmare continually exhales black smoke that creates Concealment in an aura around it. Nightmares and their riders can see through this smoke. A creature that begins its turn in the area becomes Sickened 2 (DC 20 Fortitude negates) and is then temporarily immune sickness from the smoke for 1 minute. The nightmare, its 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 40 feet, fly 90 feet
Melee Jaws +13 (magical, unarmed, unholy), Damage 2d8+4 piercing plus 1d6 spirit
Melee Hoof +13 (agile, evil, fire, magical, unholy), Damage 1d6+4 bludgeoning plus 1d6 spirit plus 1d6 fire
Divine Innate Spells DC 24, attack +16; 7th Plane Shift (Self and Rider Only)
Flaming Gallop (fire)

The nightmare Strides or Flies up to triple its Speed. Its hooves burst with intense flame, dealing 2d6 fire damage (DC 21 basic Reflex save) once to each creature other than the nightmare's rider that the nightmare moves adjacent to during its gallop.

Pathfinder Society Scenario #3-17: Dreams of a Dustbound IsleOGL