Mehrim Demon
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.
Mehrim Demon (CR 4)
Medium Outsider (Chaotic, Demon, Evil, Extraplanar)Alignment: Chaotic Evil
Initiative: +2
Senses: Darkvision 60 feet, Scent; Perception +12
Speed: 40 feet
Space: 5 feet
Defense
Armor Class: 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)Hit Points: 33 (6d10)
Saving Throws: Fort +5, Ref +4, Will +8
Damage Reduction: 10/cold iron
Immunity: electricity, poison
Energy Resistance: acid 10, cold 10, fire 10
Spell Resistance: 15
Offense
Melee: bite +11 (2d6+5 plus disease), 2 hooves +11 (1d6+5)Reach: 5 feet
Spell-Like Abilities (CL 8th):
- At Will- Darkness, Protection From Good, See Invisibility
- 1/day- Dispel Good (DC 18), Dispel Magic, summon (level 3, 2d10 dretches or 1 mehrim 30%)
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
21 (+5) | 14 (+2) | 10 (+0) | 12 (+1) | 13 (+1) | 16 (+3) |
CMB +11
CMD 23 (27 vs. Trip)
Feats: Cleave, Iron Will
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
Special Abilities
Disease (Su)
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.Ecology
Environment: AnyOrganization: solitary, pair, or herd (3-6)
Treasure: standard
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.
Copyright Notice Author Scott Greene.
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