This fiendish figure, complete with bat wings, claws, a fanged bull's head, and cloven feet, bellows a roar of challenge.
Half-Fiend Minotaur CR 6
Init +2; Senses darkvision 60 ft.; Perception +14
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; Immune poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 17
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)
Str 23, Dex 14, Con 19, Int 9, Wis 12, Cha 10
Base Atk +6; CMB +13; CMD 25
Environment temperate ruins or underground
Organization solitary, pair, or gang (3–4)
Treasure standard (greataxe, other treasure)
Half-fiends are creatures heavily tainted with demonic, infernal, or other evil power.
“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).
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 the half-fiend can smite good as the smite evil ability of a paladin of the same level as the half-fiend's Hit Dice, except affecting a good target. The smite persists until the target is dead of 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).
|13–14||Unholy aura 3/day, unhallow|
|17–18||Summon monster IX (fiends only)|
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.