Half-Fiend Minotaur

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)

Large Outsider (Native)
Alignment: Chaotic Evil
Initiative: +2
Senses: Darkvision 60 feet; Perception +14
  Speed: 30 feet, Fly 60 feet (average)
Space: 10 feet
 

Defense

Armor Class: 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size)
Hit Points: 57 (6d10+24)
Saving Throws: Fort +8, Ref +7, Will +6
natural cunning*
Damage Reduction: 5/magic Immune poison
Energy Resistance: acid 10, cold 10, electricity 10, fire 10
Spell Resistance: 17
 

Offense

Melee: greataxe +11/+6 (3d6+9/x3), bite +6 (1d8+3), gore +6 (1d6+3)
Reach: 10 feet
  Special Attacks: smite good 1/day, Powerful Charge (gore +13, 2d6+9)
  Spell-Like Abilities (CL 6th):

Statistics

StrDexConIntWisCha
23 (+6) 14 (+2) 19 (+4) 9 (-1) 12 (+1) 10 (+0)
Base Attack Bonus: +6
CMB +13
CMD 25
  Feats: Great Fortitude, Powerful Maneuvers
  Skills: Fly +0, Intimidate +9, Knowledge (religion) +5, Perception +14, Stealth +7, Survival +14 Languages: Giant
 

Special Abilities

NONE
 

Ecology

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.

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