A horse-sized jet-black goat with burning red eyes and a wisps of charcoal smoke rising from its body.
CR 5; XP 1,600
LE Large Outsider (evil, extraplanar, lawful)
Init +2; Senses darkvision 60 ft.,; Perception +12
AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size)
hp 57 (6d10+24)
Fort +9, Ref +4, Will +8
DR 10/silver or good; Resist fire 30
Weakness diurnal discorporation
Speed 40 ft., climb 20 ft.
Melee gore +10 (2d6+6 plus 2d6 fire)
Space 10 ft.; Reach 5 ft.
Special Attacks caprine possession, fiery hooves
Spell-Like Abilities (CL 10th, concentration +12)
Constant—greater scrying (centered on the dedicated altar), spider climb
At Will—word of recall (dedicated altar)
Str 18, Dex 15, Con 18, Int 14, Wis 17, Cha 15
Base Atk +6; CMB +11; CMD 23 (27 vs. trip)
Feats Acrobatic Steps, Nimble Moves, Weapon Focus (gore)
Skills Acrobatics +19, Climb +12, Handle Animal +11, Intimidate +19, Knowledge (arcana) +11, Knowledge (nature) +11, Knowledge (planes) +11, Perception +12, Survival +12; Racial Modifier +8 Acrobatics, +8 Intimidate
Languages Abyssal, Celestial, Infernal; telepathy 100 ft.
SQ dark cult
Treasure standard (offerings at the altar or remaining possession of its victims)
Caprine Possession (Su) A maleficaprus can possess rams, goats, and similar creatures as if using greater possession (DC 15) with indefinite duration. It can also possess any representation of goats, such as figurines, statues, and paintings of them, goat or sheep skulls, or willing humanoids. The possessed body gains the maleficaprus resistance to fire, Damage Resistance 5/silver or good, +2 profane bonus to Constitution and Charisma, and greatly increased virility. A maleficaprus can't initiate possession during the day but it can continue to possess a creature or object already claimed. The saving throw DC is Charisma-based.
Dark Cult A maleficaprus can teach willing mortals how to build a dedicated altar anchoring it to the material plane, and how to perform crude occult rituals intended to empower the altar and potentially recall back the maleficaprus if it is banished or killed. As long as the altar exist, the maleficaprus loses extraplanar subtype, and it can communicate telepathically with anyone making an offering at the altar. Sacrificing animals at the altar heal, restore, and regenerate the maleficaprus, while the humanoid victims can be used to recall or revive the entity to which the altar is dedicated. A maleficaprus can instruct it cultists how to perform other evil occult rituals as well, usually related in some way to fertility, virility, and herd animals.
Diurnal Discorporation A maleficaprus can't maintain a coherent form during the day, becoming incorporeal, invisible, and incapable of affecting the world physically between sunrise and sunset unless he already possesses a creature or an object. It can still be smelled and occasionally can appear as a blurred shape in the corner of the eye. A maleficaprus remaining within 60 feet of its dedicated altar can become fully visible if it wishes so.
Fiery Hooves (Su) A moving maleficaprus can leave a trail of eerie flames behind itself. The flames last until the beginning of the maleficaprus following turn and inflict 2d6 points of fire damage to anyone moving into one of their squares. They never start flames in natural environment, though the maleficaprus can start flames to deliberately gathered flammables, such as during its cultists' ceremonies, and to burn hoove-shaped marks on stones, preferably in some strange places it reached thanks to its spider climb ability.
Devil goats are evil spirits that roam hill-lands at the outskirts of civilization, seeking mortal worshipers among herders, nomads, and wildlanders. Their behavior is an unpredictable mixture of coarse savagery—violent, lustful, and gluttonous—and occult erudition. Some devil goats degrade into bloodthirsty and savage monsters, terrifying natives into making offerings to them, while others are more sophisticated, if vain, providing secret lore to the inner circle of their worshippers.
While devil goats don't need to eat, they enjoy devouring flesh of living beings, fresh, rotting, or seared over sacrificial flames. Presence of devil goats is also linked to numerous appearance of fiendish sheep and goats among the local herds.
Similar fiendish spirits can appear as other beasts as well:
Demon bulls are chaotic evil, resist and deal electricity damage instead of fire, can possess bovines, and grant profane bonus to Strength and Charisma. They have constant water walk effect instead of spider climb, and trample (2d6+6 plus 2d6 electricity, DC 17) instead of fiery hooves.
Daemon boars are neutral evil, resist and deal acid damage instead of fire, can possess pigs and boars, and grant profane bonus to Constitution and Wisdom. They have constant burrow spell instead of spider climb, and stench (DC 17) ability instead of fiery hooves.