Half-Fiend Minotaur

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

XP 2,400
CE Large outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +14

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

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)

*Minotaur ability.

Base Atk +6; CMB +13; CMD 25
Feats Great Fortitude, Improved Bull Rush, Power Attack
Skills Fly +0, Intimidate +9, Knowledge (religion) +5, Perception +14, Stealth +7, Survival +14; Racial Modifiers +4 Perception, +4 Survival

Environment temperate ruins or underground
Organization solitary, pair, or gang (3–4)