pf2e.fyi
From Pathfinder Adventure: Troubles in Otari, which isn't enabled.

Nightmare Terrain

COMPLEX HAZARD 6
Stealth +16 DC 22 Perception to detect the subtle magical aura of the land
Description What seems like an innocent stretch of land assaults trespassers with terrible illusions.

Disable DC 22 Arcana, DC 22 Nature, DC 22 Occultism, or DC 22 Religion (by a hero with expert proficiency in that skill) three times to temporarily disrupt the magic, or Dispel Magic (3rd rank, DC 25)

Immunities critical hits

Step into Nightmares (illusion, mental, occult)

If a creature that can see moves 10 feet into the affected area, the hazard rolls Stealth (+16) for its initiative.

Routine

(1 action) Terrible visions assail the minds of all creatures who can see within the affected area. Each creature must attempt a DC 24 Will saving throw.


Critical Success The creature is unaffected.

Success The creature is Frightened 2.

Failure The creature takes 2d8+9 mental damage and is Frightened 3.

Critical Failure The creature takes 4d8+18 mental damage and is Frightened 4.

Reset The terrible visions cease after all creatures have left the affected area, but the hazard is immediately ready to inflict its visions on the next creature to enter.
Pathfinder Adventure: Troubles in OtariOGL