Greater NightmareCreature 11
Source Pathfinder Bestiary
Perception +22 (darkvision)
Languages Abyssal, Daemonic, Infernal
Skills Acrobatics +23, Athletics +24, Intimidation +22, Survival +20
Str +7, Dex +4, Con +5, Int +2, Wis +5, Cha +3
AC 31; Fort +25; Reflex +24; Will +21;
HP 200
Speed 60 feet (fly 120 feet)
Resistances Fire 15
Jaws +24 (+19, +14) to hit (evil, magical) 1d6 Evil + 2d10+11 Piercing
Hoof +24 (+20, +16) to hit (agile, evil, fire, magical) 2d8 Fire + 1d8+11 Bludgeoning + 1d6 Evil
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Smoke (aura)20 feet Aura
The greater 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 greater 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 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.
TrampleLarge or smaller, hoof, DC 30 basic reflex save
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).
Divine Innate Spells (DC 30, +22 to hit)
7th Level: Ethereal Jaunt (Self and Rider Only), Plane Shift (Self and Rider Only)
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.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.