Mehrim (Goat Demon)
Medium fiend (demon), chaotic evil
Armor Class
15 (natural armor)
Hit Points
31 (7d8)
Speed
40 ft.
STR
20 (+5)
DEX
14 (+2)
CON
10 (+0)
INT
12 (+1)
WIS
13 (+1)
CHA
16 (+3)
Damage Immunities
poison
Damage Resistances
cold, fire, lightning
Condition Immunities
poisoned
Senses
darkvision 60 ft., passive Perception 15
Skills
Perception +5
Languages
Abyssal
Challenge
3 (700 XP)
Keen Smell. The demon has advantage on Wisdom (Perception) checks that rely on smell.
Magic Resistance. The demon has advantage on saving throws against spells and other magical effects.
Magic Weapons. The demon’s weapon attacks are magical.
Innate Spellcasting. The demon’s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast each of the following spells, requiring no material components:
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At will: darkness, protection from evil and good, see invisibility
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1/day each: dispel evil and good, dispel magic
Actions
Multiattack. The mehrim demon makes three attacks: one with its bite and two with its hooves.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.