Nightmare Mount CR 6
AC 19, touch 12, flat-footed 16 (+5 armor, +3 Dex, +2 natural, –1 size) (+2 vs. good creatures)
hp 76 (8d8+40); fast healing 4
Fort +4, Ref +5, Will +7; +2 vs. good creatures
Defensive Abilities channel resistance +4, DR 5/bludgeoning; Immune cold, undead traits
1/day—plane shift (self plus 1 rider only)
Morale A nightmare mount fights until reduced to 0 hit points, but rejuvenates 1 hour later if not properly destroyed.
Str 20, Dex 17, Con —, Int 13, Wis 13, Cha 14
Base Atk +6; CMB +12; CMD 25 (29 vs. trip)
Feats Alertness, Improved InitiativeB, Improved Natural Attack (bite), Run, Toughness
Skills Fly +12, Intimidate +13, Knowledge (planes) +5, Knowledge (religion) +8, Perception +10, Sense Motive +10, Stealth +6
Languages Abyssal, Infernal
Gear scale mail barding
Instead of being destroyed when reduced to 0 hit points (as normal undead), a nightmare mount returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A nightmare mount is permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.
In battle, a nightmare mount exhales smoke that chokes and blinds foes, filling a 15-foot cone each round as a free action. Anyone in the cone must succeed on a DC 16 Fortitude save or become sickened until 1d6 minutes after leaving the area. This smoke acts as obscuring mist for the purposes of concealment. The smoke persists for 1 round. The save DC is Constitution-based.
Pathfinder Adventure Path #48: Shadows of Gallowspire