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

XP 2,400

CE Large outsider (native)

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)

3/day—darkness; 1/day—desecrate, unholy blight (DC 14)


Str 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 Giant


Environment temperate ruins or underground

Organization solitary, pair, or gang (3–4)

Treasure standard (greataxe, other treasure)

*Minotaur ability.

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.

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 its 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.