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 6Source Pathfinder RPG Bestiary pg. 171 XP 2,400 CE Large outsider (native) Init +2; Senses darkvision 60 ft.; Perception +14DefenseAC 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 17OffenseSpeed 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)StatisticsStr 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 GiantEcologyEnvironment temperate ruins or underground Organization solitary, pair, or gang (3–4) Treasure standard (greataxe, other treasure) *Minotaur abilityDescriptionHalf-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).
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 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 | 1–2 | Darkness 3/day | 3–4 | Desecrate | 5–6 | Unholy blight | 7–8 | Poison 3/day | 9–10 | Contagion | 11–12 | Blasphemy | 13–14 | Unholy aura 3/day, unhallow | 15–16 | Horrid wilting | 17–18 | Summon monster IX (fiends only) | 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.
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