Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Divine Innate Spells
DC 30; 7th ethereal jaunt (self and rider only), plane shift (self and rider only)
Ability
Flaming Gallop
(fire) The greater nightmare Strides or Flies up to triple its Speed. Its hooves burst with intense flame, dealing 6d6 fire damage (DC 30 basic Reflex save) once to each creature other than the greater nightmare's rider that the greater nightmare moves adjacent to during its gallop.
Ability
Smoke
(aura) 20 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 28 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.
Ability
Trample
Large or smaller, hoof, DC 30
Offense
Melee
Circumstance: combat round (melee)
jaws +24 [+19/+14] (evil, magical), Damage 2d10+11 piercing plus 1d6 evil
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Language
Abyssal
Daemonic
Infernal
Perception
darkvision
Resistance
fire 15