Smoldering NightmareCreature 4
Source Pathfinder Society Scenario #3-17: Dreams of a Dustbound Isle
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; Reflex +12; Will +9;
HP 64
Speed 40 feet (fly 90 feet)
Resistances Fire 5
Jaws
+13 (+8, +3) to hit (magical, unarmed, unholy) 2d8+4 PiercingHoof
+13 (+9, +5) to hit (agile, evil, fire, magical, unholy) 1d6+4 Bludgeoning + 1d6 FireSmoke (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.
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 reflex save) once to each creature other than the nightmare's rider that the nightmare moves adjacent to during its gallop.
Divine Innate Spells (DC 24, +16 to hit)
7th Level: Plane Shift (Self and Rider Only)
Nightmares are flaming equine harbingers of death.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
BeastA 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.
FiendCreatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.