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):
- 3/day- Darkness
- 1/day- Desecrate, Unholy Blight (DC 14)
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
23 (+6) | 14 (+2) | 19 (+4) | 9 (-1) | 12 (+1) | 10 (+0) |
CMB +13
CMD 25
Feats: Great Fortitude, Powerful Maneuvers
Skills: Fly +0, Intimidate +9, Knowledge (religion) +5, Perception +14, Stealth +7, Survival +14
- Racial Modifiers: +4 Perception, +4 Survival
Special Abilities
NONEEcology
Environment: Temperate Ruins or UndergroundOrganization: solitary, pair, or gang (3-4)
Treasure: standard (greataxe, other treasure)
Half-fiends are creatures heavily tainted with demonic, infernal, or other evil power.