Half-Fiend Minotaur

CR: 6 XP: 2,400


CE Large outsider (native)


Init: +2 Senses: darkvision 60 ft. Perception: +14


Defense

AC: 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)


hp: 57 (6d10+24)


Fort: +8 Ref: +7 Will: +6


Defensive Abilities: natural cunning*


DR: 5/magic


Resist: acid 10, cold 10, electricity 10, fire 10


Immune: poison


SR: 17


Offense

Speed: 30 ft., fly 60 ft. (average)


Melee: greataxe +11/+6 (3d6+9/×3), bite +6 (1d8+3), gore +6 (1d6+3)


Space: 10 ft. Reach: 10 ft.


Special Attacks: smite good 1/day, powerful charge (gore +13, 2d6+9)


Spell-Like Abilities: (CL 6th) 3/day—darkness, 1/day—desecrate, unholy blight (DC 14)


Statistics

Str: 23 Dex: 14 Con: 19 Int: 9 Wis: 12 Cha: 10


Base Atk: +6 CMB: +13 CMD: 25


Feats: Great Fortitude, Improved Bull Rush, Power Attack


Skills: Fly +0, Intimidate +9, Knowl. (religion) +5, Percep. +14, Stealth +7, Survival +14, Racial Modifiers +4 Perception, +4 Survival


Languages: Giant


Ecology

Environment: temperate ruins or underground


Organization: solitary, pair, or gang (3–4)


Treasure: standard (greataxe, other treasure)


Description

*Minotaur ability; see page 206 for details.

Half-fiends are creatures heavily tainted with demonic, infernal, or other evil power.

Creating a Half-Fiend “Half-fiend” is an inherited or acquired template that can be added to a living, corporeal creature with an Int score of 4 or more. A half-fiend uses all the base creature’s statistics and special abilities except as noted here. CR: HD 4 or less, as base creature + 1; HD 5 to 10, as base creature + 2; HD 11 or more, as base creature + 3. Alignment: Any evil.

Type: The creature’s type changes to outsider (native). Do not recalculate HD, BAB, or saves.

Armor Class: Natural armor improves by +1.

Defenses/Qualities: Gains darkvision 60 feet; immunity to poison; acid, cold, electricity, and fire resistance 10; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and SR equal to creature’s CR + 11 (maximum 35).

This fiendish figure, complete with bat wings, claws, a fanged bull’s head, and cloven feet, bellows a roar of challenge. Half-Dragon–Half-Fiend Half-Dragon–Half-Fiend Speed: Unless the base creature flies better, the half-fiend flies at twice the base creature’s land speed (good). Melee: A half-fiend gains two claw attacks and a bite attack. Damage depends on its size (see pages 301–302). Special Attacks: A half-fiend gains the following.

Smite Good (Su): Once per day as a swift action it can smite good as the smite evil ability of a paladin of its Hit Dice, except affecting a good target. The smite persists until the target is dead or the half-fiend rests.

Spell-Like Abilities: A half-fiend with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities set by its HD. Unless otherwise noted, an ability is usable 1/day. CL equals the creature’s HD (or the CL of the base creature’s spell-like abilities, whichever is higher). HD Abilities HD Abilities 1–2 Darkness 3/day 11–12 Blasphemy 3–4 Desecrate 13–14 Unholy aura 3/day, unhallow 5–6 Unholy blight 15–16 Horrid wilting 7–8 Poison 3/day 17–18 Summon monster IX (fiends only) 9–10 Contagion 19–20 Destruction Abilities: A half-fiend gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three. Skills: A half-fiend with racial HD has skill points per racial HD equal to 6 + Int mod. Racial class skills are unchanged, and class level skill ranks are unaffected.

Source: Pathfinder Roleplaying Game Bestiary