This magnificent beast looks like a brown horse, but with jagged bones as extra armor, white tufts of fur, and an extremely long curved sickle-shaped horn on his brow.
Mesmanir (CR 3)
CG Large Magical Beast
Init +3; Senses Darkvision 60 ft., low-light vision, scent; Perception +9
AC 17, touch 12, flat-footed 14 (+3 dex, +5 natural, -1 size)
hp 34  (4d10+12)
Fort +7, Ref +7, Will +5
DR 5/cold iron; Resist Holy 5
Speed 60 ft.
Melee Gore +8 (2d6+4), 2 Hooves +5 (1d6+2); if horn is broken: Bite +7 (1d8+4), 2 Hooves +5 (1d6+2)
Range: Sickle-horn +7 (1d8+4/x4)
Space 10 ft.; Reach 10 ft.
Special Attacks Magic Fang, Powerful Charge (Gore, 3d6+8), Sickle-horn Throwing (30 ft.)
Str 18, Dex 17, Con 16, Int 4, Wis 18, Cha 18
Base Atk +4; CMB +9; CMD 22 (26 vs trip)
Feats Multiattack, Weapon Focus (horn)
Skills Acrobatics +8, Climb +9, Perception +9, Stealth +4, Survival +9; Racial Modifier +3 Survival
Magic Fang (Su)
2/day, a Mesmanir’s enhances herself or an ally with magical strength within touch range. A mesmanir gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls for 4 minutes. The ability can affect a slam attack, fist, bite, or other natural weapon. The ability does not change an unarmed strike’s damage from nonlethal damage to lethal damage. Blue mages can learn this ability as a 1st level spell (Knowledge: Arcana DC 17).
Sickle-Horn Throwing (Ex)
The mesmenir can throw his sickle-shaped horn at an arc towards his target up to 30 ft. This can hit all enemies that are within the throwing radius. These throws work like radius effects from the mesmenir and their target hitting all foes between them on the outside of the circle. The horn always magically reappears on his brow unless destroyed. The horn has a hardness of 5 and 12 hp.