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Half-Fiend Minotaur

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This fiendish figure, complete with bat wings, claws, a fanged bull's head, and cloven feet, bellows a roar of challenge.

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).

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.

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.

Attributes

AC
17, Touch 11, Flat-footed 15 (+2 Dex, +6 Natural, 1 Size)
Alignment
Ce
Base Atk
+6
CMB
+13
CMD
25
CR
CR 6
Cha
10
Con
19
Creature Type
Outsider (Native)
DR
5/magic
Defensive Abilities
Natural Cunning*
Dex
14
Environment
Temperate Ruins Or Underground
Feats
Great Fortitude , Improved Bull Rush , Power Attack
Fort
+8
HP
57 (6d10+24)
Immune
Poison
Init
Ce Large Outsider ( Native ) +2
Int
9
Languages
Giant
Melee
Greataxe +11/+6 (3d6+9/x3), Bite +6 (1d8+3), Gore +6 (1d6+3)
Organization
Solitary, Pair, Or Gang (3-4)
Racial Modifiers
+4 Perception , +4 Survival
Reach
10 Ft.
Ref
+7
Resist
Acid 10, Cold 10, Electricity 10, Fire 10
Senses
Darkvision 60 Ft.; Perception +14
Size
Large
Skills
Fly +0, Intimidate +9, Knowl. (Religion) +5, Percep. +14, Stealth +7, Survival +14
Space
10 Ft.
Special Attacks
Smite Good 1/day, Powerful Charge (Gore +13, 2d6+9)
Speed
30 Ft., Fly 60 Ft. (Average)
Spell Resistance
17
Spell-Like Abilities
(Cl 6th) 3/day— Darkness; 1/day— Desecrate, Unholy Blight (Dc 14)
Str
23
Treasure
Standard (Greataxe, Other Treasure)
Will
+6
Wis
12
XP
2,400
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