This entity looks like an oversized black goat with three horns and jet black, glossy hooves. It exhales a wispy cloud of putrid black smoke as it breathes.
Goat Demon (Mehrim) CR 4
Speed 40 ft.
Melee bite +11 (2d6+5 plus disease), 2 hooves +11 (1d6+5)
Spell-Like Abilities (CL 8th)
Str 21, Dex 14, Con 10, Int 12, Wis 13, Cha 16
Base Atk +6; CMB +11; CMD 23 (27 vs. trip)
Feats Cleave, Iron Will, Power Attack
Skills Acrobatics +6, Bluff +12, Escape Artist +11, Intimidate +12, Knowledge (local) +10, Knowledge (planes) +10, Perception +12, Sense Motive +10, Survival +10; Racial Modifiers +4 Acrobatics, +8 Perception
Languages Abyssal, Celestial, Common
Demon Fever: Bite—injury; save Fort DC 18; onset 1 day; frequency 1/day; effect 1d6 Con damage, target must make second Fort save or 1 point of damage is drain instead; cure 2 consecutive saves. The save DC is Constitution-based and includes a +5 racial bonus.
Environment any (Abyss)
Organization solitary, pair, or herd (3–6)
Mehrims are man-sized goat-like demons that roam the various planes of the Abyss, grazing and feeding on the strange abyssal fauna as well as the flesh and ichor of fallen demons. While they are good hunters in their own right, mehrims are generally scavengers, following other demon hordes and feasting on their leftovers. Generally left to their own devices, mehrims play a minor role in the politics and machinations that take place within the Abyss. They rarely take part in the various wars and battles that rage across the abyssal planes.
A mehrim stands about 4 feet tall at the shoulders and is about 7 feet long. It weighs about 650 pounds. Its skin is dark and its coat black and oily.
A mehrim charges into battle biting with its diseased bite and slashing with its front hooves. Most of the time, a mehrim opens battle with its protection from good and darkness spell-like abilities in effect. Against good-aligned foes that are susceptible, the mehrim uses its dispel good attack.